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");
}
}
}