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:
@@ -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); }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user