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
@@ -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");
}
}