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VFSUnity/Assets/Scripts/Interaction/ChanraoTuibuHandler.cs
T
yangbear 609b310583 feat: 全面重写—shader模型描边+Shose→ping→chanraotuibu→ping第二轮
- ShoseClickHandler: shader描边,点击移动Shose到ShosePoint+激活ping.004
- PingClickHandler: shader描边两阶段,第一轮完激活chanraotuibu
- ChanraoTuibuHandler: shader描边,点击后亮起ping第二轮边框
- TouchPositionHandler: point1激活Shose而非chanraotuibu
- 所有Handler用Custom/OutlineUnlit shader(_MainColor.a=0)实现模型精准描边
2026-07-05 02:53:50 +08:00

71 lines
2.5 KiB
C#

using UnityEngine;
public class ChanraoTuibuHandler : MonoBehaviour
{
public GameObject nextObject;
private MeshRenderer _modelRenderer, _outlineMesh;
void OnEnable()
{
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
CreateOutlineMesh();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf == null || mf.sharedMesh == null) return;
var mat = new Material(Shader.Find("Custom/OutlineUnlit"));
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
mat.SetFloat("_OutlineWidth", 0.03f);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_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()
{
Debug.Log($"[ChanraoTuibu] {name} 被点击");
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
// 亮起所有 ping 的边框进入第二轮
var mi = GameObject.Find("manInjury");
if (mi != null)
{
for (int i = 4; i >= 1; i--)
{
var pt = mi.transform.Find("ping." + i.ToString("D3"));
if (pt != null && pt.gameObject.activeSelf)
{
var h = pt.gameObject.GetComponent<PingClickHandler>();
if (h != null) h.ReEnableBorder();
}
}
Debug.Log("[ChanraoTuibu] ping边框第二轮已亮起");
}
}
}