using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using System.Linq; using System; using UnityEngine.EventSystems; /// /// 柜子点击脚本 /// public class ClickEvent : MonoBehaviour { /// /// 物体是否透明 /// public bool isTransparentGlow = false; private List meshRenderers; /// /// 自身的 /// private List materials; /// /// 复制出来的 /// public List empty = new List(); public Shader TransparentGlow_Shader; /// /// 坐标偏移值 /// [SerializeField] Vector3 yiDong_pos = new Vector3(1.5f, 0.5f, 0) * 10; /// /// 角度偏移值 /// [SerializeField] Vector3 fangDa_rot = new Vector3(0, -90, 0); public List MeshRenderers { get { if (meshRenderers == null) meshRenderers = GetComponents().ToList(); return meshRenderers; } } public List Materials { get { if (materials == null) { materials = new List(); MeshRenderers.ForEach(render => { Array.ForEach(render.materials, (_mat) => { if (!materials.Contains(_mat)) { materials.Add(_mat); Material _emp = new Material(_mat); empty.Add(_emp); } }); }); } return materials; } } // Start is called before the first frame update void Start() { TransparentGlow_Shader = Resources.Load("TransparentGlow"); } // Update is called once per frame void Update() { if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0) && TransparentGlowManage.Inst.gameObject.activeSelf) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { //点到,本身透明,场景透明模式 if (hit.collider.gameObject == gameObject && isTransparentGlow && TransparentGlowManage.Inst.is_transparency) { ExtendedFlycam.Inst.init_mainCamera_rot(); isTransparentGlow = true; // 物体被点击 Debug.Log("放大点击到" + gameObject.name); Renderer renderer = GetComponent(); Vector3 center = renderer.bounds.center; Vector3 targetPosition = new Vector3(center.x + yiDong_pos.x, center.y + yiDong_pos.y, center.z + yiDong_pos.z); Quaternion targetRotation = Quaternion.Euler(fangDa_rot); Camera.main.transform.DOMove(targetPosition, 1f); Camera.main.transform.DORotateQuaternion(targetRotation, 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.transparencyALL(); F2(); } //点到,本身非透明,场景透明模式 else if (hit.collider.gameObject == gameObject && !isTransparentGlow && TransparentGlowManage.Inst.is_transparency) { ExtendedFlycam.Inst.init_mainCamera_rot(); isTransparentGlow = false; // 物体被点击 Debug.Log("缩小点击到" + gameObject.name); Camera.main.transform.DOMove(TransparentGlowManage.Inst.MainCamera_pos, 1f); Camera.main.transform.DORotateQuaternion(Quaternion.Euler(TransparentGlowManage.Inst.MainCamera_rot), 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.renewALL(); } //点到,本身非透明,场景非透明模式 else if (hit.collider.gameObject == gameObject && !isTransparentGlow && !TransparentGlowManage.Inst.is_transparency) { ExtendedFlycam.Inst.init_mainCamera_rot(); isTransparentGlow = true; // 物体被点击 Debug.Log("放大点击到" + gameObject.name); Renderer renderer = GetComponent(); Vector3 center = renderer.bounds.center; Vector3 targetPosition = new Vector3(center.x + yiDong_pos.x, center.y + yiDong_pos.y, center.z + yiDong_pos.z); Quaternion targetRotation = Quaternion.Euler(fangDa_rot); Camera.main.transform.DOMove(targetPosition, 1f); Camera.main.transform.DORotateQuaternion(targetRotation, 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.transparencyALL(); F2(); } } } } /// /// 本身透明 /// [ContextMenu("透明")] public void F1() { isTransparentGlow = true; for (int i = 0; i < Materials.Count; i++) { Materials[i].shader = TransparentGlow_Shader; } } /// /// 本身恢复原材质 /// [ContextMenu("恢复原材质")] public void F2() { isTransparentGlow = false; for (int i = 0; i < Materials.Count; i++) { Materials[i].shader = empty[i].shader; } } }