GQ_Communicate/GQ_TongXin/Assets/script/点击/ClickEvent.cs

185 lines
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using System.Linq;
using System;
using UnityEngine.EventSystems;
/// <summary>
/// 柜子点击脚本
/// </summary>
public class ClickEvent : MonoBehaviour
{
/// <summary>
/// 物体是否透明
/// </summary>
public bool isTransparentGlow = false;
private List<MeshRenderer> meshRenderers;
/// <summary>
/// 自身的
/// </summary>
private List<Material> materials;
/// <summary>
/// 复制出来的
/// </summary>
public List<Material> empty = new List<Material>();
public Shader TransparentGlow_Shader;
/// <summary>
/// 坐标偏移值
/// </summary>
[SerializeField] Vector3 yiDong_pos = new Vector3(1.5f, 0.5f, 0) * 10;
/// <summary>
/// 角度偏移值
/// </summary>
[SerializeField] Vector3 fangDa_rot = new Vector3(0, -90, 0);
public List<MeshRenderer> MeshRenderers
{
get
{
if (meshRenderers == null)
meshRenderers = GetComponents<MeshRenderer>().ToList();
return meshRenderers;
}
}
public List<Material> Materials
{
get
{
if (materials == null)
{
materials = new List<Material>();
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<Shader>("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<Renderer>();
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<Renderer>();
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();
}
}
}
}
/// <summary>
/// 本身透明
/// </summary>
[ContextMenu("透明")]
public void F1()
{
isTransparentGlow = true;
for (int i = 0; i < Materials.Count; i++)
{
Materials[i].shader = TransparentGlow_Shader;
}
}
/// <summary>
/// 本身恢复原材质
/// </summary>
[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;
}
}
}