155 lines
5.7 KiB
C#
155 lines
5.7 KiB
C#
using UnityEngine;
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public class ChanraoTuibuHandler : 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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// 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
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var col = GetComponent<SphereCollider>();
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if (col == null) col = gameObject.AddComponent<SphereCollider>();
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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)
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{
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col.center = transform.InverseTransformPoint(ping004.transform.position);
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col.radius = 0.8f;
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col.enabled = true;
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Debug.Log($"[ChanraoTuibu] 碰撞体已定位到 ping.004 的位置: {col.center}");
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}
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else
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{
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col.center = Vector3.zero;
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col.radius = 0.8f;
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}
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// 不要在代码中直接 Destroy BoxCollider,避免 Unity Editor 抛出异常
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var box = GetComponent<BoxCollider>();
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if (box != null) box.enabled = false;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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CreateOutlineMesh();
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_isFinished = false;
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StopAllCoroutines();
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bool isExam = GameManager.Instance != null && GameManager.Instance.CurrentMode == ExperimentMode.Exam;
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if (!isExam) { StartCoroutine(BlinkOutline()); }
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Debug.Log($"[ChanraoTuibu] OnEnable outline={_outlineMesh!=null}");
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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) { Debug.LogWarning("[ChanraoTuibu] 无Mesh数据"); return; }
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var shader = Shader.Find("Custom/OutlineUnlit");
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if (shader == null) { Debug.LogWarning("[ChanraoTuibu] Shader缺失"); 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; // 防止重复点击
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_lastClickTime = Time.time;
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if (_isFinished) return;
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Debug.Log($"[ChanraoTuibu] {name} 被点击");
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ActionHistory.Push(ActionHistory.ActionType.ChanraoTuibu, this);
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var examMgr = FindObjectOfType<ExamFlowManager>(); if (examMgr != null) examMgr.OnObjectClicked(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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var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = true; } // 显示模型
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// 激活所有的 ping 进行第二轮包扎
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var allPings = Object.FindObjectsOfType<PingClickHandler>();
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foreach (var p in allPings)
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{
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if (p.gameObject.activeInHierarchy)
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{
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p.ReEnableBorder();
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}
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}
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Debug.Log("[ChanraoTuibu] chanraotuibu 已显示,所有 ping 边框已重新激活!");
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}
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public void ResetState()
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{
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ResetState(true);
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}
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public void ResetState(bool startBlink)
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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)
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{
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bool isExam = GameManager.Instance != null && GameManager.Instance.CurrentMode == ExperimentMode.Exam;
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_outlineMesh.enabled = startBlink && !isExam;
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}
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StopAllCoroutines();
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bool examMode = GameManager.Instance != null && GameManager.Instance.CurrentMode == ExperimentMode.Exam;
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if (startBlink && isActiveAndEnabled && !examMode)
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{
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StartCoroutine(BlinkOutline());
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}
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}
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public void ForceHideOutline()
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{
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StopAllCoroutines();
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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}
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}
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