Files
VFSUnity/Assets/Scripts/Interaction/TouchPositionHandler.cs
T
yangbear c8f23df5a4 feat: 语音流程重排+ping延后+边框变细
- 实验启动时自动播放第1段woman语音(周围环境安全)
- point1点击播放第2段(伤员左大腿), 同时激活ping.004
- ping边框从0.04改为0.015变细
- ActivateExperimentObjects不再即时激活ping
2026-07-03 14:08:08 +08:00

154 lines
5.0 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using UnityEngine;
/// <summary>
/// 挂在 touchArray 子球体上。球体用双Pass膨胀描边shaderCustom/OutlineUnlit),
/// 闪烁提示用户点击。点击后移动到对应位置并顺序显示下一个。
/// </summary>
public class TouchPositionHandler : MonoBehaviour
{
public Transform targetPosition;
public GameObject womanObject;
public GameObject nextTouchObject;
public AudioClip voiceClip;
private MeshRenderer _meshRenderer;
private void Start()
{
_meshRenderer = GetComponent<MeshRenderer>();
StartCoroutine(BlinkMesh());
}
private void OnEnable()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer != null)
{
_meshRenderer.enabled = true;
var col = GetComponent<Collider>(); if (col == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.3f; } // 只显示描边,填充透明
var mat = _meshRenderer.material;
if (mat != null && mat.HasProperty("_MainColor"))
{
var c = mat.GetColor("_MainColor");
c.a = 0f;
mat.SetColor("_MainColor", c);
}
}
StopAllCoroutines();
StartCoroutine(BlinkMesh());
}
private System.Collections.IEnumerator BlinkMesh()
{
while (true)
{
if (_meshRenderer != null) _meshRenderer.enabled = !_meshRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
private void OnMouseDown()
{
Debug.Log($"[TouchPosition] {name}: 被点击");
if (womanObject != null && targetPosition != null)
{
womanObject.transform.position = targetPosition.position;
womanObject.transform.rotation = targetPosition.rotation;
Debug.Log($"[TouchPosition] woman 移动到 {targetPosition.name}");
}
if (voiceClip != null)
{
PlaySharedVoice();
Debug.Log($"[TouchPosition] 播放语音: {voiceClip.name}");
}
// 点击point1时平滑切换到camera3
if (transform.GetSiblingIndex() == 0)
StartCoroutine(SwitchToCamera3Smooth());
int stepIndex = transform.GetSiblingIndex() + 1;
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordWomanStep(stepIndex);
// point1 点击后激活第一个 ping
if (stepIndex == 1)
{
var mi = GameObject.Find("manInjury");
if (mi != null)
{
var ping4 = mi.transform.Find("ping.004");
if (ping4 != null) { ping4.gameObject.SetActive(true); Debug.Log("[TouchPosition] ping.004 已激活"); }
FindObjectOfType<StepManager>()?.InitPingSteps();
}
}
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
gameObject.SetActive(false);
if (nextTouchObject != null)
{
nextTouchObject.SetActive(true);
Debug.Log($"[TouchPosition] {name} → {nextTouchObject.name} 显示");
}
}
private static AudioSource _sharedVoice;
private void PlaySharedVoice()
{
if (voiceClip == null) return;
if (_sharedVoice == null)
{
var go = GameObject.Find("[Managers]");
if (go != null) _sharedVoice = go.AddComponent<AudioSource>();
else { var g = new GameObject("SharedVoice"); _sharedVoice = g.AddComponent<AudioSource>(); }
}
_sharedVoice.Stop();
_sharedVoice.clip = voiceClip;
_sharedVoice.Play();
}
System.Collections.IEnumerator SwitchToCamera3Smooth()
{
var black = GameObject.Find("BlackScreenPanel");
var blackImg = black != null ? black.GetComponent<UnityEngine.UI.Image>() : null;
float duration = 0.8f;
// 渐入黑
if (black != null && blackImg != null)
{
black.SetActive(true);
for (float t = 0f; t < duration; t += Time.deltaTime)
{
blackImg.color = new Color(0, 0, 0, t / duration);
yield return null;
}
blackImg.color = Color.black;
}
// 切换摄像机
var cam2 = GameObject.Find("camera2");
var cam3 = GameObject.Find("camera3");
if (cam2 != null) { var c = cam2.GetComponent<Camera>(); if (c != null) c.enabled = false; }
if (cam3 != null) { var c = cam3.GetComponent<Camera>(); if (c != null) c.enabled = true; }
Debug.Log("[TouchPosition] camera2→camera3 平滑切换完成");
yield return new WaitForSeconds(0.2f);
// 渐出黑
if (black != null && blackImg != null)
{
for (float t = 0f; t < duration; t += Time.deltaTime)
{
blackImg.color = new Color(0, 0, 0, 1f - t / duration);
yield return null;
}
blackImg.color = new Color(0, 0, 0, 0);
black.SetActive(false);
}
}
}