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

134 lines
4.9 KiB
C#

using UnityEngine;
public class ChanraoTuibuHandler : MonoBehaviour
{
private MeshRenderer _outlineMesh;
private float _lastClickTime;
private bool _isFinished;
public bool CanBeClicked() { return !_isFinished; }
void OnEnable()
{
// 尝试以 ping.004 为中心生成碰撞体,因为如果它是 SkinnedMeshRenderer,其自身原点可能在脚底
var col = GetComponent<SphereCollider>();
if (col == null) col = gameObject.AddComponent<SphereCollider>();
var ping004 = GameObject.Find("ping.004");
if (ping004 == null)
{
var mi = GameObject.Find("manInjury");
if (mi != null)
{
var t = mi.transform.Find("ping.004");
if (t != null) ping004 = t.gameObject;
}
}
if (ping004 != null)
{
col.center = transform.InverseTransformPoint(ping004.transform.position);
col.radius = 0.8f;
col.enabled = true;
Debug.Log($"[ChanraoTuibu] 碰撞体已定位到 ping.004 的位置: {col.center}");
}
else
{
col.center = Vector3.zero;
col.radius = 0.8f;
}
// 不要在代码中直接 Destroy BoxCollider,避免 Unity Editor 抛出异常
var box = GetComponent<BoxCollider>();
if (box != null) box.enabled = false;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
CreateOutlineMesh();
_isFinished = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
Debug.Log($"[ChanraoTuibu] OnEnable outline={_outlineMesh!=null}");
}
private Mesh GetMesh()
{
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf != null && mf.sharedMesh != null) return mf.sharedMesh;
var smr = GetComponent<SkinnedMeshRenderer>();
if (smr == null) smr = GetComponentInChildren<SkinnedMeshRenderer>();
if (smr != null && smr.sharedMesh != null) return smr.sharedMesh;
return null;
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
Mesh mesh = GetMesh();
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 (Time.time - _lastClickTime < 0.3f) return; // 防止重复点击
_lastClickTime = Time.time;
if (_isFinished) return;
Debug.Log($"[ChanraoTuibu] {name} 被点击");
ActionHistory.Push(ActionHistory.ActionType.ChanraoTuibu, this);
_isFinished = true;
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
// 激活所有的 ping 进行第二轮包扎
var allPings = Object.FindObjectsOfType<PingClickHandler>();
foreach (var p in allPings)
{
if (p.gameObject.activeInHierarchy)
{
p.ReEnableBorder();
}
}
Debug.Log("[ChanraoTuibu] chanraotuibu 已显示,所有 ping 边框已重新激活!");
}
public void ResetState()
{
_isFinished = false;
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;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}