(client) feat:实现3d模型按钮
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306
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306
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7
Client/Assets/Resources/Prefab/Button3D.prefab.meta
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7
Client/Assets/Resources/Prefab/Button3D.prefab.meta
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File diff suppressed because it is too large
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141
Client/Assets/Scripts/UI/Button3D.cs
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141
Client/Assets/Scripts/UI/Button3D.cs
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using System.Linq; // 用于可能的LINQ操作,但在此版本中可能不直接使用
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using TMPro; // 用于 TextMeshPro 组件
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using UnityEngine;
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using UnityEngine.Events; // 用于 UnityEvent
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namespace UI
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{
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public class Button3D : MonoBehaviour
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{
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[Tooltip("当按钮被点击时触发的UnityEvent。可以在Inspector中配置.")]
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public UnityEvent OnClick;
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public MeshRenderer renderer; // 请确保在Inspector中拖拽赋值
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public Material outlineMaterial; // 请确保在Inspector中拖拽赋值
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public TMP_Text text; // 文本组件
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private Material[] _originalMaterials; // 用于存储按钮的原始材质,以便正确添加和移除描边
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private void Awake()
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{
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if (renderer == null)
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{
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Debug.LogError("Button3D: MeshRenderer is not assigned. Please assign it in the Inspector.", this);
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return;
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}
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if (outlineMaterial == null)
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{
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Debug.LogWarning(
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||||
"Button3D: Outline Material is not assigned. Outline effect will not work. Please assign it in the Inspector.",
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this);
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}
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if (text == null)
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||||
{
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Debug.LogWarning("Button3D: TMP_Text is not assigned. Text features will not work. Please assign it in the Inspector.", this);
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// 这里不return,允许按钮无文本运行
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}
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// 存储原始材质数组,以便在添加和移除描边时正确操作
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// .ToArray() 是为了确保我们拿到的是拷贝,而不是引用,防止外部意外修改
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_originalMaterials = renderer.materials.ToArray();
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// 确保初始化时没有边框材质
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// Important: 调用RemoveOutlineMaterialInternal()可能会清除_originalMaterials,所以要确保先保存
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RemoveOutlineMaterialInternal(); // 这一步会根据_originalMaterials重新设置renderer.materials
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// 初始时隐藏文本
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if (text != null)
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||||
{
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text.gameObject.SetActive(false);
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}
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}
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private void Update()
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{
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// 文本始终朝向摄像机
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if (text != null && text.IsActive() && Camera.main != null)
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{
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text.transform.LookAt(text.transform.position + Camera.main.transform.rotation * Vector3.forward,
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Camera.main.transform.rotation * Vector3.up);
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}
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}
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private void OnMouseEnter()
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||||
{
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if (renderer == null) return;
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// 鼠标进入时显示文本
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if (text != null)
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{
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text.gameObject.SetActive(true);
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}
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// 如果没有描边材质,或者渲染器已经有描边材质,就没必要再添加了
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// 检查当前材质数组长度是否已经大于等于_originalMaterials的长度+1
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// 这样可以避免重复添加
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if (outlineMaterial == null || renderer.materials.Length > _originalMaterials.Length)
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||||
{
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return;
|
||||
}
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||||
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||||
// 如果当前材质数组和_originalMaterials不一致,说明可能被其他逻辑修改了,
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||||
// 稳妥起见,最好先恢复到_originalMaterials
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||||
if (!renderer.materials.SequenceEqual(_originalMaterials))
|
||||
{
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||||
//Debug.LogWarning("Button3D: Renderer materials were unexpectedly modified before OnMouseEnter. Restoring original materials.");
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||||
// 通常不应该发生,除非有其他脚本在修改
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renderer.materials = _originalMaterials;
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||||
}
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||||
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// 创建一个新数组,包含原始材质和描边材质
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||||
Material[] newMaterials = new Material[_originalMaterials.Length + 1];
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System.Array.Copy(_originalMaterials, newMaterials, _originalMaterials.Length);
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||||
newMaterials[_originalMaterials.Length] = outlineMaterial;
|
||||
renderer.materials = newMaterials;
|
||||
}
|
||||
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private void OnMouseExit()
|
||||
{
|
||||
if (renderer == null) return;
|
||||
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||||
// 鼠标离开时隐藏文本
|
||||
if (text != null)
|
||||
{
|
||||
text.gameObject.SetActive(false);
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}
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// 调用内部方法移除边框材质
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RemoveOutlineMaterialInternal();
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}
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private void OnMouseDown()
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{
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// 触发UnityEvent
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/// <summary>
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/// 移除渲染器上的边框材质(如果存在),恢复到按钮的原始材质。
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{
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if (renderer == null) return;
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// 即使_originalMaterials == null(因为Awake中的LogError),也可以安全赋值空数组
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// 但如果_originalMaterials确实是null,说明Awake有问题,后续操作也可能继续出错
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if (_originalMaterials == null)
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{
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return;
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}
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// 直接将渲染器材质恢复为_originalMaterials的副本
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renderer.materials = _originalMaterials.ToArray(); // 使用ToArray()确保赋值一个副本,避免_originalMaterials被意外修改
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}
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}
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2
Client/Assets/Scripts/UI/Button3D.cs.meta
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2
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File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user