77 lines
2.7 KiB
C#
77 lines
2.7 KiB
C#
using UnityEngine;
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public class ShoseClickHandler : MonoBehaviour
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{
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public GameObject nextObject;
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public Transform targetPoint;
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private MeshRenderer _outlineMesh;
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private bool _clicked;
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void OnEnable()
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{
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var col = GetComponent<Collider>();
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if (col == null) col = gameObject.AddComponent<SphereCollider>();
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if (col is SphereCollider sc) { sc.radius = 1.2f; sc.isTrigger = false; }
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var drag = GetComponent<DraggableObject>();
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if (drag != null) Destroy(drag);
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CreateOutlineMesh();
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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_clicked = false;
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Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col={((SphereCollider)col).radius}");
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}
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void CreateOutlineMesh()
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{
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if (_outlineMesh != null) return;
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var mf = GetComponent<MeshFilter>();
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf == null || mf.sharedMesh == null) return;
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var shader = Shader.Find("Custom/OutlineUnlit");
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if (shader == null) return;
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var mat = new Material(shader);
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mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
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mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
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mat.SetFloat("_OutlineWidth", 0.06f);
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var go = new GameObject("Outline");
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go.transform.SetParent(transform, false);
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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_outlineMesh = go.AddComponent<MeshRenderer>();
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_outlineMesh.material = mat;
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}
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System.Collections.IEnumerator BlinkOutline()
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{
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if (_outlineMesh != null) _outlineMesh.enabled = true;
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yield return new WaitForSeconds(0.4f);
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while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
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}
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void Update()
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{
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if (_clicked || !Input.GetMouseButtonDown(0)) return;
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foreach (var cam in Camera.allCameras)
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{
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if (!cam.enabled) continue;
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var hits = Physics.RaycastAll(cam.ScreenPointToRay(Input.mousePosition), 100f);
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foreach (var h in hits)
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{
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if (h.collider != null && h.collider.gameObject == gameObject)
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{
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OnClicked(); return;
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}
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}
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}
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}
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void OnClicked()
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{
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_clicked = true;
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Debug.Log("[ShoseClick] ★ 被点击了 ★");
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StopAllCoroutines();
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
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if (nextObject != null) nextObject.SetActive(true);
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}
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}
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