2026-07-03 14:30:10 +08:00
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using UnityEngine;
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public class ChanraoTuibuHandler : MonoBehaviour
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{
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public GameObject nextObject;
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2026-07-05 02:53:50 +08:00
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private MeshRenderer _modelRenderer, _outlineMesh;
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2026-07-03 14:30:10 +08:00
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void OnEnable()
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{
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2026-07-05 02:53:50 +08:00
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_modelRenderer = GetComponent<MeshRenderer>();
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if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
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CreateOutlineMesh();
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2026-07-03 14:30:10 +08:00
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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2026-07-05 02:53:50 +08:00
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void CreateOutlineMesh()
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2026-07-03 14:30:10 +08:00
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{
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2026-07-05 02:53:50 +08:00
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if (_outlineMesh != null) return;
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var mf = GetComponent<MeshFilter>();
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf == null || mf.sharedMesh == null) return;
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var mat = new Material(Shader.Find("Custom/OutlineUnlit"));
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mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
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mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
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2026-07-06 04:36:50 +08:00
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mat.SetFloat("_OutlineWidth", 0.1f);
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2026-07-05 02:53:50 +08:00
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var go = new GameObject("Outline");
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go.transform.SetParent(transform, false);
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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_outlineMesh = go.AddComponent<MeshRenderer>();
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_outlineMesh.material = mat;
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2026-07-03 14:30:10 +08:00
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}
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System.Collections.IEnumerator BlinkOutline()
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{
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2026-07-05 02:53:50 +08:00
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if (_outlineMesh != null) _outlineMesh.enabled = true;
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yield return new WaitForSeconds(0.4f);
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2026-07-03 14:30:10 +08:00
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while (true)
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{
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2026-07-05 02:53:50 +08:00
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if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled;
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2026-07-03 14:30:10 +08:00
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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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Debug.Log($"[ChanraoTuibu] {name} 被点击");
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StopAllCoroutines();
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2026-07-05 02:53:50 +08:00
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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// 亮起所有 ping 的边框进入第二轮
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var mi = GameObject.Find("manInjury");
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if (mi != null)
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{
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for (int i = 4; i >= 1; i--)
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{
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var pt = mi.transform.Find("ping." + i.ToString("D3"));
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if (pt != null && pt.gameObject.activeSelf)
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{
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var h = pt.gameObject.GetComponent<PingClickHandler>();
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if (h != null) h.ReEnableBorder();
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}
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}
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Debug.Log("[ChanraoTuibu] ping边框第二轮已亮起");
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}
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2026-07-03 14:30:10 +08:00
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}
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}
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