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.forward * 3;
//相机面向设备
Quaternion angle = Quaternion.LookRotation(-transform.forward);
Debug.Log("pos" + playerPos + ";angle" + angle);
//Main.intance.mainCamera.GetComponent().CameraMoveTarget(playerPos, angle);
CameraManager._instance.CameraMoveTarget(playerPos, angle);
}
///
/// 单体化展示
///
void ShowSingle()
{
//设备信息弹窗
MainUIManager._instance.m_htmlPanel.CallFunction("U3DShowPeopleDetails", 0);
//将上一个单体化物体隐藏
if (CameraManager._instance.curentSingleObj != null)
{
CameraManager._instance.singleCam.GetComponent().ChangeObjLayer(CameraManager._instance.curentSingleObj, "Default");
}
//显示单体化展示页面
MainUIManager._instance.CurentSinglePage.SetActive(true);
//将当前物体设置为单体化360观察的物体
CameraManager._instance.curentSingleObj = gameObject;
CameraManager._instance.singleCam.GetComponent().SetTarget(transform);
CameraManager._instance.singleCam.GetComponent().ChangeObjLayer(CameraManager._instance.curentSingleObj, "single360");
MainUIManager._instance.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;
}
}