Files
VFSUnity/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs
T

103 lines
4.1 KiB
C#

using UnityEngine;
public class ChanraoTuibuHandler : MonoBehaviour
{
public GameObject nextObject;
private MeshRenderer _outlineMesh;
private bool _isBlinking;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false; CreateOutlineMesh();
_isBlinking = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
Debug.Log($"[ChanraoTuibu] OnEnable outline={_outlineMesh!=null}");
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
Mesh mesh = null;
if (mf != null && mf.sharedMesh != null)
{
mesh = mf.sharedMesh;
}
else
{
var smr = GetComponent<SkinnedMeshRenderer>();
if (smr == null) smr = GetComponentInChildren<SkinnedMeshRenderer>();
if (smr != null && smr.sharedMesh != null)
mesh = smr.sharedMesh;
}
if (mesh == null) { Debug.LogWarning("[ChanraoTuibu] 无Mesh数据"); return; }
var shader = Shader.Find("Custom/OutlineUnlit");
if (shader == null) { Debug.LogWarning("[ChanraoTuibu] Shader缺失"); return; }
var mat = new Material(shader);
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
mat.SetFloat("_OutlineWidth", OutlineConfig.Width);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().sharedMesh = mesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_outlineMesh.material = mat;
}
System.Collections.IEnumerator BlinkOutline()
{
if (_outlineMesh != null) _outlineMesh.enabled = true;
yield return new WaitForSeconds(0.4f);
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void OnMouseDown()
{
PerformClick();
}
public void PerformClick()
{
if (!_isBlinking) return; // 防止重复点击
Debug.Log($"[ChanraoTuibu] {name} 被点击");
ActionHistory.Push(ActionHistory.ActionType.ChanraoTuibu, this);
_isBlinking = false;
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = true; } // 显示模型
// 如果由于意外 nextObject 丢失了,手动把它指向 ping.004
if (nextObject == null)
{
var mi = GameObject.Find("manInjury");
if (mi != null)
{
var p004 = mi.transform.Find("ping.004");
if (p004 != null) nextObject = p004.gameObject;
}
}
// 激活下一个(ping.004)
if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name}"); }
else Debug.LogError("[ChanraoTuibu] 致命错误:nextObject 依然是 null!找不到 ping.004");
}
public void ResetState()
{
_isBlinking = true;
var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = false;
var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
if (_outlineMesh != null) _outlineMesh.enabled = true;
if (nextObject != null) nextObject.SetActive(false);
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}