125 lines
4.4 KiB
C#
125 lines
4.4 KiB
C#
using UnityEngine;
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public class ShoseClickHandler : MonoBehaviour
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{
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private MeshRenderer _outlineMesh;
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private float _lastClickTime;
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private bool _isFinished;
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public bool CanBeClicked() { return !_isFinished; }
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void OnEnable()
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{
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// 确保有大号 BoxCollider,且千万不要 Destroy,以防出现 Unity 抛异常
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var col = GetComponent<Collider>();
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if (col == null)
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{
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var bc = gameObject.AddComponent<BoxCollider>();
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bc.size = new Vector3(0.5f, 0.5f, 0.5f);
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}
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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CreateOutlineMesh();
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_isFinished = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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private Mesh GetMesh()
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{
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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 mf.sharedMesh;
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var smr = GetComponent<SkinnedMeshRenderer>();
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if (smr == null) smr = GetComponentInChildren<SkinnedMeshRenderer>();
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if (smr != null && smr.sharedMesh != null) return smr.sharedMesh;
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return null;
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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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Mesh mesh = GetMesh();
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if (mesh == 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", OutlineConfig.Width);
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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 = mesh;
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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 OnMouseDown()
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{
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PerformClick();
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}
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public void PerformClick()
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{
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if (Time.time - _lastClickTime < 0.3f) return;
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_lastClickTime = Time.time;
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if (_isFinished) return;
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Debug.Log($"[ShoseClick] {name} 被点击");
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ActionHistory.Push(ActionHistory.ActionType.Shose, this);
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_isFinished = true;
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StopAllCoroutines();
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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// 显示模型自身
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var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = true;
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var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = true; }
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// 隐藏鞋子后,激活 ping 序列的第一个 ping.004(反向逻辑中的第一步)
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// 之前的逻辑是寻找 ping.004
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var ping004 = GameObject.Find("ping.004");
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if (ping004 == null)
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{
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var mi = GameObject.Find("manInjury");
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if (mi != null)
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{
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var t = mi.transform.Find("ping.004");
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if (t != null) ping004 = t.gameObject;
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}
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}
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if (ping004 != null) ping004.SetActive(true);
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else Debug.LogWarning("[ShoseClick] 没找到 ping.004!");
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var uiMgr = FindObjectOfType<UIManager>();
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if (uiMgr != null)
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{
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uiMgr.ShowVideo();
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}
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordShoseStep();
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}
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public void ResetState()
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{
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_isFinished = false;
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var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = false;
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var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
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if (_outlineMesh != null) _outlineMesh.enabled = true;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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}
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