feat: chanraotuibu交互+摄像机直切+顺序调整+高度修正
- 新增ChanraoTuibuHandler: 蓝色矩形闪烁描边, 点击显示模型+激活ping.004 - AudioManager.SwitchToCamera3: 移除淡入淡出改为直接切换 - TouchPositionHandler: point1→激活chanraotuibu(非ping.004) - PingClickHandler高度offset改为0.05f
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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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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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if (_meshRenderer != null) _meshRenderer.enabled = false;
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CreateBlueOutline();
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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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{
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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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Bounds b;
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if (_meshRenderer != null) b = _meshRenderer.bounds;
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else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
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float y = b.max.y + 0.05f;
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Vector3 p0 = new Vector3(b.min.x, y, b.min.z);
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Vector3 p1 = new Vector3(b.min.x, y, b.max.z);
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Vector3 p2 = new Vector3(b.max.x, y, b.max.z);
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Vector3 p3 = new Vector3(b.max.x, y, b.min.z);
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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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}
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System.Collections.IEnumerator BlinkOutline()
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{
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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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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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Debug.Log($"[ChanraoTuibu] {name} 被点击");
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = true;
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if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name} 已激活"); }
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2cf6b55fd9d5146c8a2ba5d06dc8466d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -56,7 +56,7 @@ public class PingClickHandler : MonoBehaviour
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Bounds b;
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if (_meshRenderer != null) b = _meshRenderer.bounds;
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else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
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float y = _meshRenderer != null ? _meshRenderer.bounds.max.y + 0.02f : transform.position.y + 0.1f;
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float y = _meshRenderer != null ? _meshRenderer.bounds.max.y + 0.05f : transform.position.y + 0.1f;
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Vector3 p0 = new Vector3(b.min.x, y, b.min.z);
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Vector3 p1 = new Vector3(b.min.x, y, b.max.z);
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Vector3 p2 = new Vector3(b.max.x, y, b.max.z);
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@@ -68,22 +68,21 @@ public class TouchPositionHandler : MonoBehaviour
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if (transform.GetSiblingIndex() == 0)
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{
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var amCam = FindObjectOfType<AudioManager>();
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if (amCam != null) amCam.SwitchToCamera3Smooth();
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if (amCam != null) amCam.SwitchToCamera3();
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}
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int stepIndex = transform.GetSiblingIndex() + 1;
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordWomanStep(stepIndex);
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// point1 点击后激活第一个 ping
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// point1 点击后先激活 chanraotuibu
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if (stepIndex == 1)
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{
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var mi = GameObject.Find("manInjury");
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if (mi != null)
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{
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var ping4 = mi.transform.Find("ping.004");
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if (ping4 != null) { ping4.gameObject.SetActive(true); Debug.Log("[TouchPosition] ping.004 已激活"); }
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FindObjectOfType<StepManager>()?.InitPingSteps();
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var ct = mi.transform.Find("chanraotuibu");
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if (ct != null) { ct.gameObject.SetActive(true); Debug.Log("[TouchPosition] chanraotuibu 已激活"); }
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}
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}
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