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VFSUnity/Assets/Scripts/Interaction/ShoseClickHandler.cs
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using UnityEngine;
public class ShoseClickHandler : MonoBehaviour
{
public GameObject nextObject;
public Transform targetPoint;
private MeshRenderer _outlineMesh;
private bool _clicked;
private float _lastClickTime;
public bool CanBeClicked() { return !_clicked; }
private Vector3 _initialPosition;
private Quaternion _initialRotation;
private bool _hasRecordedInitialTransform = false;
void OnDisable()
{
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
}
void OnEnable()
{
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf != null && mf.sharedMesh != null)
{
var mb = mf.sharedMesh.bounds;
var sc = GetComponent<SphereCollider>(); if(sc != null) sc.enabled = false;
var col = GetComponent<BoxCollider>();
if (col == null) col = gameObject.AddComponent<BoxCollider>();
// Unity 的 BoxCollider.size 处于本地坐标空间,会自动乘上 localScale,这里不能重复缩放
col.center = mb.center;
col.size = mb.size * 1.2f;
col.enabled = true;
}
else { if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.3f; }
if (!_hasRecordedInitialTransform)
{
_initialPosition = transform.position;
_initialRotation = transform.rotation;
_hasRecordedInitialTransform = true;
}
CreateOutlineMesh();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
_clicked = false;
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf == null || mf.sharedMesh == null) return;
var shader = Shader.Find("Custom/OutlineUnlit");
if (shader == null) return;
var mat = new Material(shader);
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
mat.SetFloat("_OutlineWidth", OutlineConfig.Width);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_outlineMesh.material = mat;
}
System.Collections.IEnumerator BlinkOutline()
{
if (_outlineMesh != null) _outlineMesh.enabled = true;
yield return new WaitForSeconds(0.4f);
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void OnMouseDown()
{
PerformClick();
}
public void PerformClick()
{
if (Time.time - _lastClickTime < 0.3f) return;
_lastClickTime = Time.time;
if (_clicked) return;
_clicked = true;
Debug.Log("[ShoseClick] ★ 被点击 ★");
ActionHistory.Push(ActionHistory.ActionType.Shose, this);
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
if (nextObject != null) nextObject.SetActive(true);
var woman = GameObject.Find("woman");
if (woman != null)
{
var anim = woman.GetComponent<Animator>();
if (anim != null)
{
anim.SetBool("isCrouch", true);
anim.CrossFade("womanCrouch", 0.1f);
}
// 移动 woman 到 point3
var point3 = GameObject.Find("womanPointArray/point3");
if (point3 != null)
{
woman.transform.position = point3.transform.position;
woman.transform.rotation = point3.transform.rotation;
}
}
var manInjury = GameObject.Find("manInjury");
if (manInjury != null)
{
var anim = manInjury.GetComponent<Animator>();
if (anim != null)
{
anim.SetBool("CheckFoot", true);
anim.CrossFade("manInjuryFoot", 0.1f);
// 启动协程,在动画播放完后将 CheckFoot 重置为 false
StartCoroutine(ResetCheckFoot(anim));
}
}
// 隐藏 point3 的边框 (touchArray/point3)
var touchArray = GameObject.Find("touchArray");
if (touchArray != null)
{
var touchPoint3 = touchArray.transform.Find("point3");
if (touchPoint3 != null)
{
touchPoint3.gameObject.SetActive(false);
}
}
// 切换到摄像机3(已由 PageController 开场动画结束时完成,此处不再重复触发)
var audioManager = FindObjectOfType<AudioManager>();
if (audioManager != null)
{
// audioManager.SwitchToCamera3(); // 已由开场流程切换,不重复
}
// 显示 VideoPanel 并播放视频
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.ShowVideo("tuoXieZi.mp4");
}
}
public void ResetState()
{
_clicked = false;
// 【关键修复】确保 OutlineMesh 在重新激活时处于开启状态并正常闪烁
if (_outlineMesh != null) _outlineMesh.enabled = true;
if (_hasRecordedInitialTransform)
{
transform.position = _initialPosition;
transform.rotation = _initialRotation;
}
if (nextObject != null) nextObject.SetActive(false);
// --- 恢复相机2、隐藏视频并重新播放语音 ---
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.HideVideo();
}
// 把 woman 重置(取消蹲下)
var woman = GameObject.Find("woman");
if (woman != null)
{
var anim = woman.GetComponent<Animator>();
if (anim != null)
{
anim.SetBool("isCrouch", false);
}
// 还需要把女人放回到 point2 处
var point2 = GameObject.Find("womanPointArray/point2");
if (point2 != null)
{
woman.transform.position = point2.transform.position;
woman.transform.rotation = point2.transform.rotation;
}
}
// 取消男伤员的 CheckFoot 动作
var manInjury = GameObject.Find("manInjury");
if (manInjury != null)
{
var anim = manInjury.GetComponent<Animator>();
if (anim != null)
{
anim.SetBool("CheckFoot", false);
}
}
// 【关键修复】把原本被隐藏的 touchArray/point3 的边框重新显示出来
var touchArray = GameObject.Find("touchArray");
if (touchArray != null)
{
var touchPoint3 = touchArray.transform.Find("point3");
if (touchPoint3 != null)
{
touchPoint3.gameObject.SetActive(true);
}
}
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
private System.Collections.IEnumerator ResetCheckFoot(Animator anim)
{
// 等待约 3.5 秒(根据实际检查脚动画长度),将 CheckFoot 设回 false
yield return new WaitForSeconds(3.5f);
if (anim != null)
{
anim.SetBool("CheckFoot", false);
Debug.Log("[ShoseClick] CheckFoot 已被重置为 false");
}
}
}