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

255 lines
9.4 KiB
C#

using UnityEngine;
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject, nextPing;
public int pingIndex;
private MeshRenderer _modelRenderer, _outlineMesh;
private bool _modelShown;
private bool _isBlinking;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>();
if (col == null)
{
col = gameObject.AddComponent<SphereCollider>();
}
// 强行把碰撞体的世界大小固定在一个比较合适的尺寸(比如世界尺寸 0.15)
// 注意:父级如果在很远的层级里存在极端缩放,这里直接算可能还会出问题
// 所以我们加一个更保守的安全保障:无论算出什么比例,绝对物理半径不能低于 0.05,不能高于 5.0
float scale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z), 0.001f);
if (col is SphereCollider sphere)
{
float targetRadius = 0.3f / scale;
// 如果缩放太小,导致计算出的局部半径极大,或者缩放太大导致半径极小,我们要Clamp住它
// 以保证在 Scene/Game 视窗里它至少是个“可以点得到的球”
sphere.radius = Mathf.Clamp(targetRadius, 0.05f, 20f);
Debug.Log($"[PingClick] {name} 设置了碰撞体半径: {sphere.radius} (基于缩放 {scale})");
}
else if (col is BoxCollider box)
{
float targetSize = 0.6f / scale;
targetSize = Mathf.Clamp(targetSize, 0.1f, 40f);
box.size = new Vector3(targetSize, targetSize, targetSize);
}
col.enabled = true;
CreateOutlineMesh();
_modelShown = false;
_isBlinking = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf == null || mf.sharedMesh == null) return;
var shader = Shader.Find("Custom/OutlineUnlit");
if (shader == null) return;
var mat = new Material(shader);
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
mat.SetFloat("_OutlineWidth", OutlineConfig.Width);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.transform.position += Vector3.up * 0.05f;
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_outlineMesh.material = mat;
}
System.Collections.IEnumerator BlinkOutline()
{
if (_outlineMesh != null) _outlineMesh.enabled = true;
yield return new WaitForSeconds(0.4f);
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void OnMouseDown()
{
Debug.Log($"[PingClick] 接收到鼠标点击: {name}");
PerformClick();
}
public void PerformClick()
{
if (!_isBlinking)
{
Debug.Log($"[PingClick] {name} 忽略点击,因为 _isBlinking=false");
return;
}
// 不做任何射线遮挡判定!直接穿透触发点击,确保 100% 成功!
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
else
{
var chanraotuibu = GameObject.Find("chanraotuibu");
if (chanraotuibu == null)
{
var mi = GameObject.Find("manInjury");
if (mi != null)
{
var t = mi.transform.Find("chanraotuibu");
if (t != null) chanraotuibu = t.gameObject;
}
}
if (chanraotuibu != null) chanraotuibu.SetActive(true);
Debug.Log($"[PingClick] {name} 是最后一个 ping 模型,现已激活 chanraotuibu");
}
if (nextPing != null) Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing.name}");
else Debug.Log($"[PingClick] {name} 模型显示, 激活下一个");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
else
{
if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {name} → {chanraoObject.name}"); }
HideSelf();
ActionHistory.Push(ActionHistory.ActionType.PingSecond, this);
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, true);
var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
int activePingCount = 0;
foreach (var p in remainingPings)
{
var col = p.GetComponent<Collider>();
if (col != null && col.enabled) activePingCount++;
}
if (activePingCount == 0)
{
Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。");
var am = FindObjectOfType<AudioManager>();
if (am != null)
{
#if UNITY_EDITOR
var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/people/伤员一切正常,包扎完毕.mp3");
if (finishClip != null) am.PlayVoice(finishClip);
#endif
}
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.HideVideo();
}
}
}
}
public void ReEnableBorder()
{
if (!_modelShown) return;
var col = GetComponent<Collider>();
if (chanraoObject != null && chanraoObject.activeSelf)
{
if (col != null) col.enabled = false;
return;
}
_isBlinking = true;
if (col != null) col.enabled = true;
if (_outlineMesh != null)
{
_outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}
public void DisableBorder()
{
_isBlinking = false;
if (_outlineMesh != null) _outlineMesh.enabled = false;
StopAllCoroutines();
}
public void UndoSecondClick()
{
if (chanraoObject != null) chanraoObject.SetActive(false);
ShowSelf();
_modelShown = true;
_isBlinking = true;
if (_outlineMesh != null) _outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
public void UndoShow()
{
_modelShown = false;
_isBlinking = false;
StopAllCoroutines();
if (chanraoObject != null) chanraoObject.SetActive(false);
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
gameObject.SetActive(false);
}
private void HideSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
_isBlinking = false;
StopAllCoroutines();
}
private void ShowSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = true;
}
public void ResetState()
{
_modelShown = false;
var col = GetComponent<Collider>();
if (col == null)
{
col = gameObject.AddComponent<SphereCollider>();
}
if (col is SphereCollider sphere)
{
float scale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z), 0.001f);
sphere.radius = Mathf.Clamp(0.3f / scale, 0.05f, 20f);
}
col.enabled = true;
_isBlinking = true;
if (_modelRenderer != null) _modelRenderer.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());
}
}