using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.EventSystems; public class CounterClick : MonoBehaviour { //柜台编号 public int index; //是否允许单体化展示 public bool isSingle = false; void Start() { AddGameObjectCollider(); } void Update() { } private void OnMouseUp() { if (EventSystem.current.IsPointerOverGameObject()) { Debug.Log("鼠标在UI上"); return; } //ViewCenter(); //if (!isSingle) // return; //ShowSingle(); } /// /// 视角居中 /// void ViewCenter() { Debug.Log("model" + transform.name); //获取模型中心点位置(加上模型方向*3)X轴方向朝前 Vector3 playerPos = transform.position + transform.right * 3; //相机面向设备 Quaternion angle = Quaternion.LookRotation(-transform.right); Debug.Log("pos" + playerPos + ";angle" + angle); //Main.intance.mainCamera.GetComponent().CameraMoveTarget(playerPos, angle); Main.intance.CameraMoveTarget(playerPos, angle); } /// /// 单体化展示 /// void ShowSingle() { //设备信息弹窗 Main.intance.m_htmlPanel.CallFunction("U3DShowPeopleDetails", 0); //将上一个单体化物体隐藏 if (Main.intance.CurentSingleObj != null) { Main.intance.singleCam.GetComponent().ChangeObjLayer(Main.intance.CurentSingleObj, "Default"); } //显示单体化展示页面 Main.intance.CurentSinglePage.SetActive(true); //将当前物体设置为单体化360观察的物体 Main.intance.CurentSingleObj = gameObject; Main.intance.singleCam.GetComponent().SetTarget(transform); Main.intance.singleCam.GetComponent().ChangeObjLayer(Main.intance.CurentSingleObj, "single360"); Main.intance.GaussianBlurPanel.transform.GetChild(2).Find("right").gameObject.SetActive(true); } /// /// 在自身添加碰撞体 /// /// public void AddGameObjectCollider() { //获取物体的最小包围盒 Bounds itemBound = GetLocalBounds(gameObject); if (!gameObject.GetComponent()) gameObject.AddComponent(); if (gameObject.GetComponent()) { gameObject.GetComponent().size = itemBound.size; gameObject.GetComponent().center = itemBound.center-transform.position; } } /// /// 获得对象的最小包围盒 /// public static Bounds GetLocalBounds(GameObject target) { MeshRenderer[] mfs = target.GetComponentsInChildren(); Bounds bounds = new Bounds(); if (mfs.Length != 0) { bounds = mfs[0].bounds; foreach (MeshRenderer mf in mfs) { bounds.Encapsulate(mf.bounds); } } return bounds; } }