using UnityEngine; /// /// 挂在 touchArray 子球体上。球体用双Pass膨胀描边shader(Custom/OutlineUnlit), /// 闪烁提示用户点击。点击后移动到对应位置并顺序显示下一个。 /// public class TouchPositionHandler : MonoBehaviour { public Transform targetPosition; public GameObject womanObject; public GameObject nextTouchObject; public AudioClip voiceClip; private float _lastClickTime; private MeshRenderer _meshRenderer; private void Start() { _meshRenderer = GetComponent(); } private void OnEnable() { _meshRenderer = GetComponent(); if (_meshRenderer != null) { _meshRenderer.enabled = true; var col = GetComponent(); if (col == null) { var sc = gameObject.AddComponent(); sc.radius = 0.3f; } // 只显示描边,填充透明 var mat = _meshRenderer.material; if (mat != null && mat.HasProperty("_MainColor")) { var c = mat.GetColor("_MainColor"); c.a = 0f; mat.SetColor("_MainColor", c); // 同步赋值统一的描边宽度,否则可能会太细导致看不见闪动 if (mat.HasProperty("_OutlineWidth")) { mat.SetFloat("_OutlineWidth", OutlineConfig.Width); } } } } private System.Collections.IEnumerator BlinkMesh() { yield break; } public bool CanBeClicked() { return gameObject.activeInHierarchy && _meshRenderer != null && _meshRenderer.enabled; } public void PerformClick() { OnMouseDown(); } private void OnMouseDown() { if (_meshRenderer == null || !_meshRenderer.enabled) return; // 防止重复点击 if (Time.time - _lastClickTime < 0.3f) return; _lastClickTime = Time.time; InteractionClickGuard.MarkHandled(); Debug.Log($"[TouchPosition] {name}: 被点击"); if (womanObject != null && targetPosition != null) { womanObject.transform.position = targetPosition.position; womanObject.transform.rotation = targetPosition.rotation; Debug.Log($"[TouchPosition] woman 移动到 {targetPosition.name}"); } if (voiceClip != null) { PlaySharedVoice(); Debug.Log($"[TouchPosition] 播放语音: {voiceClip.name}"); } // 点击point1时平滑切换到camera3 if (transform.GetSiblingIndex() == 0) { var amCam = FindObjectOfType(); if (amCam != null) amCam.SwitchToCamera3(); } int stepIndex = transform.GetSiblingIndex() + 1; var sm = FindObjectOfType(); if (sm != null) sm.RecordWomanStep(stepIndex); ActionHistory.Push(ActionHistory.ActionType.Woman, this); // point1 点击后先激活 Shose if (stepIndex == 1) { var shose = GameObject.Find("Shose"); if (shose != null) { var h = shose.GetComponent(); if (h == null) h = shose.AddComponent(); h.targetPoint = GameObject.Find("ShosePoint")?.transform; if (h.nextObject == null) h.nextObject = GameObject.Find("manInjury")?.transform.Find("ping.004")?.gameObject; shose.SetActive(false); shose.SetActive(true); Debug.Log("[TouchPosition] Shose 已激活"); } } if (_meshRenderer != null) _meshRenderer.enabled = false; gameObject.SetActive(false); if (nextTouchObject != null) { nextTouchObject.SetActive(true); Debug.Log($"[TouchPosition] {name} → {nextTouchObject.name} 显示"); } } private static AudioSource _sharedVoice; private void PlaySharedVoice() { if (voiceClip == null) return; if (_sharedVoice == null) { var go = GameObject.Find("[Managers]"); if (go != null) _sharedVoice = go.AddComponent(); else { var g = new GameObject("SharedVoice"); _sharedVoice = g.AddComponent(); } } _sharedVoice.Stop(); _sharedVoice.clip = voiceClip; _sharedVoice.Play(); } }