feat: 全面重写—shader模型描边+Shose→ping→chanraotuibu→ping第二轮

- ShoseClickHandler: shader描边,点击移动Shose到ShosePoint+激活ping.004
- PingClickHandler: shader描边两阶段,第一轮完激活chanraotuibu
- ChanraoTuibuHandler: shader描边,点击后亮起ping第二轮边框
- TouchPositionHandler: point1激活Shose而非chanraotuibu
- 所有Handler用Custom/OutlineUnlit shader(_MainColor.a=0)实现模型精准描边
This commit is contained in:
yangbear
2026-07-05 02:53:50 +08:00
parent d8396050ac
commit 609b310583
4 changed files with 167 additions and 191 deletions
@@ -1,73 +1,45 @@
using UnityEngine;
/// <summary>
/// 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)。
/// </summary>
public class ChanraoTuibuHandler : MonoBehaviour
{
public GameObject nextObject;
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
private MeshRenderer _modelRenderer, _outlineMesh;
void OnEnable()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
// 隐藏所有子级 Renderer(包括 inactive 子级,确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>(true);
foreach (var r in allRends) r.enabled = false;
// 确保有大号可点击 collider
var col = GetComponent<Collider>();
if (col == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.5f; }
CreateBlueOutline();
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().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<LineRenderer>();
_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<Renderer>();
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($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}");
_outlineRenderer.positionCount = 5;
_outlineRenderer.SetPosition(0, p0);
_outlineRenderer.SetPosition(1, p1);
_outlineRenderer.SetPosition(2, p2);
_outlineRenderer.SetPosition(3, p3);
_outlineRenderer.SetPosition(4, p0);
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf == null || mf.sharedMesh == null) return;
var mat = new Material(Shader.Find("Custom/OutlineUnlit"));
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
mat.SetFloat("_OutlineWidth", 0.03f);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_outlineMesh.material = mat;
}
System.Collections.IEnumerator BlinkOutline()
{
if (_outlineMesh != null) _outlineMesh.enabled = true;
yield return new WaitForSeconds(0.4f);
while (true)
{
if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled;
yield return new WaitForSeconds(0.4f);
}
}
@@ -76,10 +48,23 @@ public class ChanraoTuibuHandler : MonoBehaviour
{
Debug.Log($"[ChanraoTuibu] {name} 被点击");
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
var allRends2 = GetComponentsInChildren<Renderer>();
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<PingClickHandler>();
if (h != null) h.ReEnableBorder();
}
}
Debug.Log("[ChanraoTuibu] ping边框第二轮已亮起");
}
}
}
+46 -135
View File
@@ -1,183 +1,94 @@
using UnityEngine;
/// <summary>
/// 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。
/// </summary>
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<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
CreateBlueOutline();
StartCoroutine(BlinkOutline());
}
private static int _firstClickCount;
void OnEnable()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
// 隐藏所有子级 Renderer(包括 inactive 子级)
var allRends = GetComponentsInChildren<Renderer>(true);
foreach (var r in allRends) r.enabled = false;
// 确保有大号可点击 collider
var col = GetComponent<Collider>();
if (col == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.5f; }
CreateBlueOutline();
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
if (_modelRenderer != null) _modelRenderer.enabled = false;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().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<LineRenderer>();
_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<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_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<Camera>();
foreach (var c in allCams)
foreach (var c in Object.FindObjectsOfType<Camera>())
{
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<Renderer>();
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($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
if (_modelRenderer != null) _modelRenderer.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
Debug.Log($"[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<StepManager>(); 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($"[PingClick] {chanraoObject.name} 已显示"); }
if (chanraoObject != null) chanraoObject.SetActive(true);
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
// 隐藏所有子级 Renderer(确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>();
foreach (var r in allRends) r.enabled = false;
if (_outlineRenderer != null) _outlineRenderer.enabled = false;
if (_modelRenderer != null) _modelRenderer.enabled = false;
if (_outlineMesh != null) _outlineMesh.enabled = false;
gameObject.SetActive(false);
Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, true);
Debug.Log($"[PingClick] {name} 第2击");
var sm = FindObjectOfType<StepManager>(); 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<Renderer>();
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<PingClickHandler>();
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); }
}
@@ -0,0 +1,69 @@
using UnityEngine;
/// <summary>
/// Shose 鞋子交互:shader 模型描边闪烁,点击后显示模型+移动到ShosePoint
/// </summary>
public class ShoseClickHandler : MonoBehaviour
{
public GameObject nextObject;
public Transform targetPoint;
private MeshRenderer _modelRenderer;
private MeshRenderer _outlineMesh;
void OnEnable()
{
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer != null) _modelRenderer.enabled = false;
CreateOutlineMesh();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
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<MeshFilter>();
omf.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()
{
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");
}
}
@@ -0,0 +1,11 @@
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