210 lines
8.1 KiB
C#
210 lines
8.1 KiB
C#
using UnityEngine;
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public class PingClickHandler : MonoBehaviour
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{
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public GameObject chanraoObject, nextPing;
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public int pingIndex;
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private MeshRenderer _modelRenderer, _outlineMesh;
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private bool _modelShown;
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private bool _isBlinking;
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public bool CanBeClicked() { return _isBlinking; }
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void OnEnable()
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{
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_modelRenderer = GetComponent<MeshRenderer>();
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if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
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var col = GetComponent<Collider>();
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if (col != null) col.enabled = true;
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CreateOutlineMesh();
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_modelShown = false;
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_isBlinking = true;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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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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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;
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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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// 稍微往上偏移一点点,防止边框插进地里
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go.transform.position += Vector3.up * 0.05f;
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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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 (!_isBlinking) return; // 防止重复点击
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foreach (var c in Object.FindObjectsOfType<Camera>())
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{
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if (!c.enabled) continue;
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foreach (var h in Physics.RaycastAll(c.ScreenPointToRay(Input.mousePosition)))
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if (h.collider?.transform.parent?.name == "touchArray") return;
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}
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if (!_modelShown)
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{
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_modelShown = true;
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_isBlinking = false;
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ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
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StopAllCoroutines();
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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if (nextPing != null) nextPing.SetActive(true);
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else
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{
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// 如果 nextPing 是 null,说明我是最后一个 ping(也就是 ping.001)
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// 此时所有的 ping 都已经显示了模型,进入阶段二:重新点亮所有的 ping 边框
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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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// 只有未被包扎过的 ping 才能重新亮起边框
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if (p._modelShown)
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{
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p.ReEnableBorder();
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}
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}
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Debug.Log($"[PingClick] {name} 是最后一个 ping,所有边框已重新激活!");
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}
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if (nextPing != null) Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing.name}");
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else Debug.Log($"[PingClick] {name} 模型显示, 激活下一个");
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, false);
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}
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else
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{
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if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {name} → {chanraoObject.name}"); }
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HideSelf();
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ActionHistory.Push(ActionHistory.ActionType.PingSecond, this);
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, true);
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// 判断是否是真正的最后一步:检查所有的 PingClickHandler,看是否还有 activeInHierarchy 的。
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// 注意当前 gameObject 刚刚被 SetActive(false),所以 FindObjectsOfType 获取不到当前的对象了。
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var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
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int activePingCount = 0;
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foreach (var p in remainingPings)
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{
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// In phase 2, finished pings have their collider disabled and _isBlinking set to false.
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var col = p.GetComponent<Collider>();
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if (col != null && col.enabled) activePingCount++;
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}
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if (activePingCount == 0)
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{
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Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。");
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var am = FindObjectOfType<AudioManager>();
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if (am != null)
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{
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#if UNITY_EDITOR
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var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/people/伤员一切正常,包扎完毕.mp3");
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if (finishClip != null) am.PlayVoice(finishClip);
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#endif
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}
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}
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}
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}
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public void ReEnableBorder()
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{
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// 如果它已经被隐藏(包扎完毕),则不应该重新激活边框!
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var col = GetComponent<Collider>();
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if (col != null && !col.enabled) return;
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_isBlinking = true;
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if (_outlineMesh != null)
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{
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_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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public void DisableBorder()
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{
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_isBlinking = false;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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StopAllCoroutines();
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}
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public void UndoSecondClick()
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{
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if (chanraoObject != null) chanraoObject.SetActive(false);
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ShowSelf();
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_modelShown = true;
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_isBlinking = true;
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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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public void UndoShow()
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{
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_modelShown = false;
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_isBlinking = false;
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StopAllCoroutines();
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if (chanraoObject != null) chanraoObject.SetActive(false);
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
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gameObject.SetActive(false);
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}
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private void HideSelf()
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{
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
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_isBlinking = false;
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StopAllCoroutines();
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}
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private void ShowSelf()
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{
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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var col = GetComponent<Collider>(); if (col != null) col.enabled = true;
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}
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public void ResetState()
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{
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_modelShown = false;
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var col = GetComponent<Collider>();
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if (col != null) col.enabled = true;
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_isBlinking = true;
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if (_modelRenderer != null) _modelRenderer.enabled = false;
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// 隐藏自身模型
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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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