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
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@@ -1,73 +1,45 @@
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using UnityEngine;
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/// <summary>
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/// 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)。
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/// </summary>
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public class ChanraoTuibuHandler : MonoBehaviour
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{
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public GameObject nextObject;
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private MeshRenderer _meshRenderer;
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private LineRenderer _outlineRenderer;
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private MeshRenderer _modelRenderer, _outlineMesh;
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void OnEnable()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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// 隐藏所有子级 Renderer(包括 inactive 子级,确保模型不可见)
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var allRends = GetComponentsInChildren<Renderer>(true);
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foreach (var r in allRends) r.enabled = false;
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// 确保有大号可点击 collider
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var col = GetComponent<Collider>();
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if (col == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.5f; }
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CreateBlueOutline();
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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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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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void CreateBlueOutline()
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void CreateOutlineMesh()
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{
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if (_outlineRenderer != null) return;
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var ringGo = new GameObject("BlueRing");
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ringGo.transform.SetParent(transform, false);
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_outlineRenderer = ringGo.AddComponent<LineRenderer>();
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_outlineRenderer.useWorldSpace = true;
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_outlineRenderer.loop = true;
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_outlineRenderer.startWidth = 0.015f;
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_outlineRenderer.endWidth = 0.015f;
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_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
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_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
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// 基于模型 Bounds 画矩形
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Renderer rend = _meshRenderer;
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if (rend == null) rend = GetComponentInChildren<Renderer>();
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Bounds b;
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if (rend != null) b = rend.bounds;
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else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
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// 扩展 20% 让边框包住模型
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Vector3 ctr = b.center;
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Vector3 ext = b.extents * 1.2f;
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float y = b.max.y + 0.08f;
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Vector3 p0 = new Vector3(ctr.x - ext.x, y, ctr.z - ext.z);
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Vector3 p1 = new Vector3(ctr.x - ext.x, y, ctr.z + ext.z);
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Vector3 p2 = new Vector3(ctr.x + ext.x, y, ctr.z + ext.z);
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Vector3 p3 = new Vector3(ctr.x + ext.x, y, ctr.z - ext.z);
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Debug.Log($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}");
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_outlineRenderer.positionCount = 5;
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_outlineRenderer.SetPosition(0, p0);
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_outlineRenderer.SetPosition(1, p1);
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_outlineRenderer.SetPosition(2, p2);
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_outlineRenderer.SetPosition(3, p3);
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_outlineRenderer.SetPosition(4, p0);
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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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mat.SetFloat("_OutlineWidth", 0.03f);
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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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}
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System.Collections.IEnumerator BlinkOutline()
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{
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if (_outlineMesh != null) _outlineMesh.enabled = true;
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yield return new WaitForSeconds(0.4f);
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while (true)
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{
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if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
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if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled;
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yield return new WaitForSeconds(0.4f);
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}
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}
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@@ -76,10 +48,23 @@ public class ChanraoTuibuHandler : MonoBehaviour
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{
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Debug.Log($"[ChanraoTuibu] {name} 被点击");
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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var allRends2 = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends2) r.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = false;
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if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name} 已激活"); }
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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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}
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}
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