using UnityEngine;
///
/// 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)。
///
public class ChanraoTuibuHandler : MonoBehaviour
{
public GameObject nextObject;
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
void OnEnable()
{
_meshRenderer = GetComponent();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren();
// 隐藏所有子级 Renderer(包括 inactive 子级,确保模型不可见)
var allRends = GetComponentsInChildren(true);
foreach (var r in allRends) r.enabled = false;
// 确保有大号可点击 collider
var col = GetComponent();
if (col == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; }
CreateBlueOutline();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateBlueOutline()
{
if (_outlineRenderer != null) return;
var ringGo = new GameObject("BlueRing");
ringGo.transform.SetParent(transform, false);
_outlineRenderer = ringGo.AddComponent();
_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();
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($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}");
_outlineRenderer.positionCount = 5;
_outlineRenderer.SetPosition(0, p0);
_outlineRenderer.SetPosition(1, p1);
_outlineRenderer.SetPosition(2, p2);
_outlineRenderer.SetPosition(3, p3);
_outlineRenderer.SetPosition(4, p0);
}
System.Collections.IEnumerator BlinkOutline()
{
while (true)
{
if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
void OnMouseDown()
{
Debug.Log($"[ChanraoTuibu] {name} 被点击");
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
var allRends2 = GetComponentsInChildren();
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"); }
}
}