Files
VFSUnity/Assets/Scripts/Interaction/HighlightEffect.cs
T
yangbear f0a6b96da5 feat: MCP Unity 场景优化 — 完整交互体系搭建
- 删除重复 Ground
- 创建 [Managers] 空物体,挂载 GameManager + StepManager + ExperimentFlowCoordinator + AudioManager
- Main Camera 挂载 InteractionSystem
- 伤者 InjectedPerson 下创建 5 个交互子物体 (InjuryVisual/Swelling/Pain/VitalSigns/Neuro)
- 创建绑带位置、踝关节、衬垫、夹板位置等空物体
- 道具摆放到位:伤者(2,0.05,5) 施救者(3,0,5) 鞋(2.7,0.15,5.5) 绷带/夹板/急救箱在旁
- InjuryLeg Tag 修正,Ground Tag 修正
- 全部新脚本同步导入 (ExperimentTypes/StepData/ExperimentConfig/StepManager/GameManager/ExperimentFlowCoordinator/InteractionSystem/DraggableObject/HighlightEffect/UIManager/ExamPopup/ScoreDisplay/VideoController/AudioManager/CharacterAnimController/StepAnimationHandler)
- 旧脚本 (ExperimentController/ConfigLoader/AnimationController/HUDController/VideoPlayerController/PopupSystem/ModeSelectionUI) 全部兼容修复或 stub
- 编译通过,0 错误
- Canvas 挂载 UIManager
2026-06-24 02:33:48 +08:00

84 lines
2.2 KiB
C#

using UnityEngine;
/// <summary>
/// 物体高亮效果:鼠标悬停时切换 Emission 或轮廓材质。
/// 挂在可交互的 3D 物体上。
/// </summary>
public class HighlightEffect : MonoBehaviour
{
[Header("高亮设置")]
[SerializeField] private Color _highlightColor = Color.yellow;
[SerializeField] private float _highlightIntensity = 0.5f;
[Header("可选 - 使用 Outline 组件")]
[SerializeField] private bool _useOutline = true;
[SerializeField] private float _outlineWidth = 0.02f;
private Renderer[] _renderers;
private Material[] _originalMaterials;
private Material[] _highlightMaterials;
private bool _isHighlighted;
[Header("考核高亮 - 始终显示")]
public bool AlwaysHighlighted;
private void Start()
{
_renderers = GetComponentsInChildren<Renderer>();
}
private void OnMouseEnter()
{
if (_isHighlighted) return;
SetHighlight(true);
}
private void OnMouseExit()
{
if (AlwaysHighlighted) return;
SetHighlight(false);
}
public void SetHighlight(bool on)
{
_isHighlighted = on;
if (_renderers == null) return;
foreach (var r in _renderers)
{
if (r == null) continue;
foreach (var mat in r.materials)
{
if (on)
{
mat.EnableKeyword("_EMISSION");
mat.SetColor("_EmissionColor", _highlightColor * _highlightIntensity);
}
else
{
mat.DisableKeyword("_EMISSION");
}
}
}
}
/// <summary>闪烁效果,用于提示用户点击</summary>
public void Flash(float duration = 0.5f)
{
StopAllCoroutines();
StartCoroutine(FlashRoutine(duration));
}
private System.Collections.IEnumerator FlashRoutine(float duration)
{
float half = duration / 2f;
SetHighlight(true);
yield return new WaitForSeconds(half);
SetHighlight(false);
yield return new WaitForSeconds(half);
SetHighlight(true);
yield return new WaitForSeconds(half);
SetHighlight(false);
}
}