diff --git a/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs b/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs index 6fbff55..f69baa0 100644 --- a/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs +++ b/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs @@ -1,73 +1,45 @@ using UnityEngine; -/// -/// 挂在 chanraotuibu 对象上。蓝色矩形闪烁描边,点击显示模型并激活下个对象(ping.004)。 -/// public class ChanraoTuibuHandler : MonoBehaviour { public GameObject nextObject; - - private MeshRenderer _meshRenderer; - private LineRenderer _outlineRenderer; + private MeshRenderer _modelRenderer, _outlineMesh; void OnEnable() { - _meshRenderer = GetComponent(); - if (_meshRenderer == null) _meshRenderer = GetComponentInChildren(); - // 隐藏所有子级 Renderer(包括 inactive 子级,确保模型不可见) - var allRends = GetComponentsInChildren(true); - foreach (var r in allRends) r.enabled = false; - // 确保有大号可点击 collider - var col = GetComponent(); - if (col == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; } - CreateBlueOutline(); + _modelRenderer = GetComponent(); + if (_modelRenderer == null) _modelRenderer = GetComponentInChildren(); + foreach (var r in GetComponentsInChildren(true)) r.enabled = false; + if (GetComponent() == null) gameObject.AddComponent().radius = 0.5f; + CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); } - void CreateBlueOutline() + void CreateOutlineMesh() { - if (_outlineRenderer != null) return; - var ringGo = new GameObject("BlueRing"); - ringGo.transform.SetParent(transform, false); - _outlineRenderer = ringGo.AddComponent(); - _outlineRenderer.useWorldSpace = true; - _outlineRenderer.loop = true; - _outlineRenderer.startWidth = 0.015f; - _outlineRenderer.endWidth = 0.015f; - _outlineRenderer.material = new Material(Shader.Find("Unlit/Color")); - _outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f); - _outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f); - _outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f); - - // 基于模型 Bounds 画矩形 - Renderer rend = _meshRenderer; - if (rend == null) rend = GetComponentInChildren(); - Bounds b; - if (rend != null) b = rend.bounds; - else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f)); - // 扩展 20% 让边框包住模型 - Vector3 ctr = b.center; - Vector3 ext = b.extents * 1.2f; - float y = b.max.y + 0.08f; - Vector3 p0 = new Vector3(ctr.x - ext.x, y, ctr.z - ext.z); - Vector3 p1 = new Vector3(ctr.x - ext.x, y, ctr.z + ext.z); - Vector3 p2 = new Vector3(ctr.x + ext.x, y, ctr.z + ext.z); - Vector3 p3 = new Vector3(ctr.x + ext.x, y, ctr.z - ext.z); - Debug.Log($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}"); - _outlineRenderer.positionCount = 5; - _outlineRenderer.SetPosition(0, p0); - _outlineRenderer.SetPosition(1, p1); - _outlineRenderer.SetPosition(2, p2); - _outlineRenderer.SetPosition(3, p3); - _outlineRenderer.SetPosition(4, p0); + if (_outlineMesh != null) return; + var mf = GetComponent(); + if (mf == null) mf = GetComponentInChildren(); + if (mf == null || mf.sharedMesh == null) return; + var mat = new Material(Shader.Find("Custom/OutlineUnlit")); + mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); + mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); + mat.SetFloat("_OutlineWidth", 0.03f); + var go = new GameObject("Outline"); + go.transform.SetParent(transform, false); + go.AddComponent().sharedMesh = mf.sharedMesh; + _outlineMesh = go.AddComponent(); + _outlineMesh.material = mat; } System.Collections.IEnumerator BlinkOutline() { + if (_outlineMesh != null) _outlineMesh.enabled = true; + yield return new WaitForSeconds(0.4f); while (true) { - if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled; + if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); } } @@ -76,10 +48,23 @@ public class ChanraoTuibuHandler : MonoBehaviour { Debug.Log($"[ChanraoTuibu] {name} 被点击"); StopAllCoroutines(); - if (_meshRenderer != null) _meshRenderer.enabled = true; - var allRends2 = GetComponentsInChildren(); - foreach (var r in allRends2) r.enabled = true; - if (_outlineRenderer != null) _outlineRenderer.enabled = false; - if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name} 已激活"); } + if (_modelRenderer != null) _modelRenderer.enabled = true; + if (_outlineMesh != null) _outlineMesh.enabled = false; + + // 亮起所有 ping 的边框进入第二轮 + var mi = GameObject.Find("manInjury"); + if (mi != null) + { + for (int i = 4; i >= 1; i--) + { + var pt = mi.transform.Find("ping." + i.ToString("D3")); + if (pt != null && pt.gameObject.activeSelf) + { + var h = pt.gameObject.GetComponent(); + if (h != null) h.ReEnableBorder(); + } + } + Debug.Log("[ChanraoTuibu] ping边框第二轮已亮起"); + } } } diff --git a/Assets/Scripts/Interaction/PingClickHandler.cs b/Assets/Scripts/Interaction/PingClickHandler.cs index 16c80d3..73eb5f8 100644 --- a/Assets/Scripts/Interaction/PingClickHandler.cs +++ b/Assets/Scripts/Interaction/PingClickHandler.cs @@ -1,183 +1,94 @@ using UnityEngine; -/// -/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两阶段点击: -/// 阶段0: 依次首次点击4个ping显示模型(全部显示后才进入阶段1) -/// 阶段1: 点击ping显示对应chanrao并隐藏自己 -/// touchArray 点击优先级更高。 -/// public class PingClickHandler : MonoBehaviour { - public GameObject chanraoObject; - public GameObject nextPing; + public GameObject chanraoObject, nextPing; public int pingIndex; - private MeshRenderer _meshRenderer; - private LineRenderer _outlineRenderer; + private MeshRenderer _modelRenderer, _outlineMesh; private bool _clickedOnce; - private static int _firstClickCount = 0; - - void Start() - { - _meshRenderer = GetComponent(); - if (_meshRenderer == null) _meshRenderer = GetComponentInChildren(); - CreateBlueOutline(); - StartCoroutine(BlinkOutline()); - } + private static int _firstClickCount; void OnEnable() { - _meshRenderer = GetComponent(); - if (_meshRenderer == null) _meshRenderer = GetComponentInChildren(); - // 隐藏所有子级 Renderer(包括 inactive 子级) - var allRends = GetComponentsInChildren(true); - foreach (var r in allRends) r.enabled = false; - // 确保有大号可点击 collider - var col = GetComponent(); - if (col == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; } - CreateBlueOutline(); + _modelRenderer = GetComponent(); + if (_modelRenderer == null) _modelRenderer = GetComponentInChildren(); + if (_modelRenderer != null) _modelRenderer.enabled = false; + foreach (var r in GetComponentsInChildren(true)) r.enabled = false; + if (GetComponent() == null) gameObject.AddComponent().radius = 0.5f; + CreateOutlineMesh(); _clickedOnce = false; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } - void CreateBlueOutline() + void CreateOutlineMesh() { - if (_outlineRenderer != null) return; - var ringGo = new GameObject("BlueRing"); - ringGo.transform.SetParent(transform, false); - - _outlineRenderer = ringGo.AddComponent(); - _outlineRenderer.useWorldSpace = true; - _outlineRenderer.loop = true; - _outlineRenderer.startWidth = 0.015f; - _outlineRenderer.endWidth = 0.015f; - _outlineRenderer.material = new Material(Shader.Find("Unlit/Color")); - _outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f); - _outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f); - _outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f); - - // 基于模型 Bounds 画矩形描边 - Bounds b; - if (_meshRenderer != null) b = _meshRenderer.bounds; - else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f)); - float y = _meshRenderer != null ? _meshRenderer.bounds.max.y + 0.05f : transform.position.y + 0.1f; - Vector3 p0 = new Vector3(b.min.x, y, b.min.z); - Vector3 p1 = new Vector3(b.min.x, y, b.max.z); - Vector3 p2 = new Vector3(b.max.x, y, b.max.z); - Vector3 p3 = new Vector3(b.max.x, y, b.min.z); - _outlineRenderer.positionCount = 5; - _outlineRenderer.SetPosition(0, p0); - _outlineRenderer.SetPosition(1, p1); - _outlineRenderer.SetPosition(2, p2); - _outlineRenderer.SetPosition(3, p3); - _outlineRenderer.SetPosition(4, p0); + if (_outlineMesh != null) return; + var mf = GetComponent(); + if (mf == null) mf = GetComponentInChildren(); + if (mf == null || mf.sharedMesh == null) return; + var mat = new Material(Shader.Find("Custom/OutlineUnlit")); + mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); + mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); + mat.SetFloat("_OutlineWidth", 0.03f); + var go = new GameObject("Outline"); + go.transform.SetParent(transform, false); + go.AddComponent().sharedMesh = mf.sharedMesh; + _outlineMesh = go.AddComponent(); + _outlineMesh.material = mat; } System.Collections.IEnumerator BlinkOutline() { - if (_outlineRenderer != null) _outlineRenderer.enabled = true; + if (_outlineMesh != null) _outlineMesh.enabled = true; yield return new WaitForSeconds(0.4f); while (true) { - if (_outlineRenderer != null) - _outlineRenderer.enabled = !_outlineRenderer.enabled; + if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); } } void OnMouseDown() { - // touchArray 优先:如果同时命中 touchArray point,跳过 - bool blocked = false; - var allCams = Object.FindObjectsOfType(); - foreach (var c in allCams) + foreach (var c in Object.FindObjectsOfType()) { if (!c.enabled) continue; - var r = c.ScreenPointToRay(Input.mousePosition); - foreach (var h in Physics.RaycastAll(r)) - { - if (h.collider != null && h.collider.transform.parent != null - && h.collider.transform.parent.name == "touchArray") - { blocked = true; break; } - } - if (blocked) break; + foreach (var h in Physics.RaycastAll(c.ScreenPointToRay(Input.mousePosition))) + if (h.collider != null && h.collider.transform.parent != null && h.collider.transform.parent.name == "touchArray") return; } - if (blocked) return; - // 阶段0: 依次首次点击4个ping if (_firstClickCount < 4) { if (_clickedOnce) return; - _clickedOnce = true; - _firstClickCount++; + _clickedOnce = true; _firstClickCount++; StopAllCoroutines(); - if (_meshRenderer != null) _meshRenderer.enabled = true; - var allRends2 = GetComponentsInChildren(); - foreach (var r in allRends2) r.enabled = true; - if (_outlineRenderer != null) _outlineRenderer.enabled = false; - if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); } - Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)"); - var sm = FindObjectOfType(); - if (sm != null) sm.RecordPingStep(pingIndex, false); + if (_modelRenderer != null) _modelRenderer.enabled = true; + if (_outlineMesh != null) _outlineMesh.enabled = false; + if (nextPing != null) nextPing.SetActive(true); + Debug.Log($"[PingClick] {name} 第1击 ({_firstClickCount}/4)"); + if (_firstClickCount >= 4) + { + var mi = GameObject.Find("manInjury"); + if (mi != null) { var ct = mi.transform.Find("chanraotuibu"); if (ct != null) { ct.gameObject.SetActive(true); Debug.Log("[PingClick] chanraotuibu 激活"); } } + } + var sm = FindObjectOfType(); if (sm != null) sm.RecordPingStep(pingIndex, false); } - // 阶段1: 全部显示后第二击显示chanrao else { if (!_clickedOnce) return; - if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {chanraoObject.name} 已显示"); } + if (chanraoObject != null) chanraoObject.SetActive(true); StopAllCoroutines(); - if (_meshRenderer != null) _meshRenderer.enabled = false; - // 隐藏所有子级 Renderer(确保模型不可见) - var allRends = GetComponentsInChildren(); - foreach (var r in allRends) r.enabled = false; - if (_outlineRenderer != null) _outlineRenderer.enabled = false; + if (_modelRenderer != null) _modelRenderer.enabled = false; + if (_outlineMesh != null) _outlineMesh.enabled = false; gameObject.SetActive(false); - Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)"); - var sm = FindObjectOfType(); - if (sm != null) sm.RecordPingStep(pingIndex, true); + Debug.Log($"[PingClick] {name} 第2击"); + var sm = FindObjectOfType(); if (sm != null) sm.RecordPingStep(pingIndex, true); } } - public void UndoSecondClick() - { - if (!_clickedOnce) return; - _clickedOnce = false; - _firstClickCount--; - gameObject.SetActive(true); - if (_meshRenderer != null) _meshRenderer.enabled = false; - // 隐藏所有子级 Renderer(确保模型不可见) - var allRends = GetComponentsInChildren(); - foreach (var r in allRends) r.enabled = false; - StopAllCoroutines(); - StartCoroutine(BlinkOutline()); - } - - public void ReEnableBorder() - { - if (_outlineRenderer != null) - { - _outlineRenderer.enabled = true; - StopAllCoroutines(); - StartCoroutine(BlinkOutline()); - } - } - - void ReEnableBordersOnAll() - { - var mi = GameObject.Find("manInjury"); - if (mi == null) return; - for (int i = 4; i >= 1; i--) - { - var pt = mi.transform.Find("ping." + i.ToString("D3")); - if (pt != null && pt.gameObject.activeSelf) - { - var h = pt.gameObject.GetComponent(); - if (h != null) h.ReEnableBorder(); - } - } - Debug.Log("[PingClick] 全部首次点击完成,边框已重新亮起"); - } - + public void ReEnableBorder() { if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } } + public void UndoSecondClick() { if (!_clickedOnce) return; _clickedOnce = false; _firstClickCount--; gameObject.SetActive(true); if (_modelRenderer != null) _modelRenderer.enabled = false; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } public void UndoShow() { gameObject.SetActive(false); } } diff --git a/Assets/Scripts/Interaction/ShoseClickHandler.cs b/Assets/Scripts/Interaction/ShoseClickHandler.cs new file mode 100644 index 0000000..2812982 --- /dev/null +++ b/Assets/Scripts/Interaction/ShoseClickHandler.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +/// +/// Shose 鞋子交互:shader 模型描边闪烁,点击后显示模型+移动到ShosePoint +/// +public class ShoseClickHandler : MonoBehaviour +{ + public GameObject nextObject; + public Transform targetPoint; + + private MeshRenderer _modelRenderer; + private MeshRenderer _outlineMesh; + + void OnEnable() + { + _modelRenderer = GetComponent(); + if (_modelRenderer != null) _modelRenderer.enabled = false; + + CreateOutlineMesh(); + StopAllCoroutines(); + StartCoroutine(BlinkOutline()); + } + + void CreateOutlineMesh() + { + if (_outlineMesh != null) return; + var mf = GetComponent(); + if (mf == null || mf.sharedMesh == null) return; + + var mat = new Material(Shader.Find("Custom/OutlineUnlit")); + mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); + mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); + mat.SetFloat("_OutlineWidth", 0.03f); + + var go = new GameObject("Outline"); + go.transform.SetParent(transform, false); + var omf = go.AddComponent(); + omf.sharedMesh = mf.sharedMesh; + _outlineMesh = go.AddComponent(); + _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() + { + StopAllCoroutines(); + if (_modelRenderer != null) _modelRenderer.enabled = true; + if (_outlineMesh != null) _outlineMesh.enabled = false; + + if (targetPoint != null) + { + transform.position = targetPoint.position; + transform.rotation = targetPoint.rotation; + } + + if (nextObject != null) nextObject.SetActive(true); + Debug.Log($"[ShoseClick] 已移动到{targetPoint?.name}, {nextObject?.name} 已激活"); + } +} diff --git a/Assets/Scripts/Interaction/ShoseClickHandler.cs.meta b/Assets/Scripts/Interaction/ShoseClickHandler.cs.meta new file mode 100644 index 0000000..af1d3a0 --- /dev/null +++ b/Assets/Scripts/Interaction/ShoseClickHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ef881c013fff04bd5be5dd4483bc762d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: