84 lines
3.3 KiB
C#
84 lines
3.3 KiB
C#
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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// 隐藏所有子级 Renderer(确保模型不可见)
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var allRends = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends) r.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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Renderer rend = _meshRenderer;
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if (rend == null) rend = GetComponentInChildren<Renderer>();
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Bounds b;
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if (rend != null) b = rend.bounds;
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else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
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// 扩展 20% 让边框包住模型
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Vector3 ctr = b.center;
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Vector3 ext = b.extents * 1.2f;
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float y = b.max.y + 0.08f;
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Vector3 p0 = new Vector3(ctr.x - ext.x, y, ctr.z - ext.z);
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Vector3 p1 = new Vector3(ctr.x - ext.x, y, ctr.z + ext.z);
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Vector3 p2 = new Vector3(ctr.x + ext.x, y, ctr.z + ext.z);
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Vector3 p3 = new Vector3(ctr.x + ext.x, y, ctr.z - ext.z);
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Debug.Log($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}");
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_outlineRenderer.positionCount = 5;
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_outlineRenderer.SetPosition(0, p0);
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_outlineRenderer.SetPosition(1, p1);
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_outlineRenderer.SetPosition(2, p2);
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_outlineRenderer.SetPosition(3, p3);
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_outlineRenderer.SetPosition(4, p0);
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}
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System.Collections.IEnumerator BlinkOutline()
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{
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while (true)
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{
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if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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Debug.Log($"[ChanraoTuibu] {name} 被点击");
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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var allRends2 = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends2) r.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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