264 lines
9.1 KiB
C#
264 lines
9.1 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using AibisDream;
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public class MouseFollowAndZoom : MonoBehaviour
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{
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public float parallaxEffectMultiplier = 0.1f;
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public Vector2 maxOffset = new Vector2(2f, 2f);
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public GameObject targetIndicator; // UI 目标框
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public TMP_Text targetNameText; // 显示目标名称的文本
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public Button exitZoomButton; // 退出缩放的按钮
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public float zoomInScale = 1.5f; // 缩放倍数
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public float zoomDuration = 1.0f; // 缩放持续时间(减慢)
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public Vector2 sceneBoundsMin; // 场景边界的左下角
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public Vector2 sceneBoundsMax; // 场景边界的右上角
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public Camera viewCamera;
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//private Camera MainCamera;
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private Vector3 initialPosition;
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private Vector3 zoomedInPosition; // 保存缩放时的相机位置
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private bool isZoomedIn = false;
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private EyeSystem eyemanager;
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private EyeTarget currentTarget; // 当前目标
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private float viewOffset=40.3f;
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private bool isActive=false;
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private bool isLocked=false;
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// 只读访问
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public bool GetMyPrivateVariable()
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{
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return isActive;
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}
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// 读写访问
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public void SetIsActive(bool value)
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{
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isActive = value;
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}
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public void SetIsLock(bool value)
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{
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isLocked = value;
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}
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void Start()
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{
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//MainCamera = Camera.main;
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initialPosition = transform.position;
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targetIndicator.SetActive(false); // 初始时隐藏目标框
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eyemanager=FindObjectOfType<EyeSystem>();
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if (eyemanager == null)
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{
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Debug.LogError("EyeManager instance not found in the scene.");
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}
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}
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void Update()
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{
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if (!isActive)
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{
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targetIndicator.SetActive(false);
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return;
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}
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HandleTargetIndicator(); // 显示指示器
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if (isLocked) return;
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HandleMouseMovement();
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UpdateCurrentTarget(); // 更新当前目标
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}
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private Vector3 currentOffset; // 当前的偏移量
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void HandleMouseMovement()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
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worldMousePosition.z = 0; // 确保 z 为 0
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// 计算目标偏移量并反向
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Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
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targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
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targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
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// 平滑处理偏移量
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float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
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currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
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// 计算目标位置
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Vector3 targetPosition = initialPosition + currentOffset;
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// 限制目标位置在场景边界范围内
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targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
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targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
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// 使用插值(Lerp)平滑更新位置
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float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
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// 应用平滑后的位置
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transform.position = smoothedPosition;
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}
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void UpdateCurrentTarget()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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mousePosition.x += viewOffset; // 添加偏移量
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Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
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// 检查是否有目标
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if (hit.collider != null && hit.collider.CompareTag("EyeTarget"))
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{
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currentTarget = hit.collider.GetComponent<EyeTarget>(); // 更新当前目标
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// 处理鼠标点击事件
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if (Input.GetMouseButtonDown(0))
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{
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Debug.Log("点击目标触发了");
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if (currentTarget != null)
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{
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eyemanager.SetTarget(currentTarget); // 设置目标
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}
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else
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{
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Debug.LogWarning("The collider does not have an EyeTarget component.");
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}
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}
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}
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else
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{
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currentTarget = null; // 如果没有目标,设置为 null
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}
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}
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void HandleTargetIndicator()
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{
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if (currentTarget == null)
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{
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targetIndicator.SetActive(false); // 隐藏指示器
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return;
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}
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// 获取目标的 BoxCollider2D
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BoxCollider2D boxCollider = currentTarget.GetComponent<BoxCollider2D>();
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if (boxCollider != null)
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{
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Vector3 boxCenter = boxCollider.bounds.center;
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Vector3 boxSize = boxCollider.bounds.size;
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// 转换为屏幕坐标
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Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenter);
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Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenter + boxSize) - viewCamera.WorldToScreenPoint(boxCenter);
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// 设置目标框位置和大小
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RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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indicatorRectTransform.position = screenCenter;
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indicatorRectTransform.sizeDelta = screenSize;
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// 设置目标名称
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targetNameText.text = currentTarget.name;
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// 显示指示器
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targetIndicator.SetActive(true);
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}
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}
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public void SetIndicatorTarget(EyeTarget target)
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{
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currentTarget=target;
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}
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// void HandleTargetIndicator()
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// {
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// // 获取鼠标位置
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// Vector3 mousePosition = Input.mousePosition;
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// mousePosition.x+=viewOffset;
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// Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
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// //worldPosition.x+=viewOffset;
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// RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
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// if(hit.collider!=null)
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// {
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// Debug.Log(hit.collider.gameObject.name);
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// }
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// if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) // 检查是否是目标 Sprite
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// {
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// Debug.Log("find target");
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// targetIndicator.SetActive(true);
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// BoxCollider2D boxCollider = hit.collider.GetComponent<BoxCollider2D>();
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// if (boxCollider != null)
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// {
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// // 获取 BoxCollider2D 的大小和位置
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// Vector3 boxCenter = boxCollider.bounds.center;
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// //boxCenter.x-=viewOffset;
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// Vector3 boxSize = boxCollider.bounds.size;
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// //Vector3 boxCenterModify=new Vector3(boxCenter.x-viewOffset,boxCenter.y,boxCenter.z);
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// Vector3 boxCenterModify=boxCenter;
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// // 转换为屏幕坐标
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// Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenterModify);
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// Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenterModify + boxSize) - viewCamera.WorldToScreenPoint(boxCenterModify);
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// // 设置目标框位置和大小
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// RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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// indicatorRectTransform.position = screenCenter;
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// // 动画效果:先放大再缩小
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// //indicatorRectTransform.localScale = Vector3.one * 1.5f;
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// //indicatorRectTransform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutBounce);
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// indicatorRectTransform.sizeDelta = screenSize;
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// // 设置目标名称
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// targetNameText.text = hit.collider.name;
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// }
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// //点击目标框触发缩放
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// if (Input.GetMouseButtonDown(0))
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// {
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// Debug.Log("点击目标触发了");
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// EyeTarget target;
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// if (hit.collider != null && hit.collider.GetComponent<EyeTarget>() != null)
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// {
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// isInTargetProcessing = true;
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// target = hit.collider.GetComponent<EyeTarget>();
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// eyemanager.SetTarget(target);
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// }
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// else
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// {
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// Debug.LogWarning("The collider does not have an EyeTarget component.");
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// }
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// }
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// }
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// else
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// {
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// targetIndicator.SetActive(false);
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// }
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// }
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void OnDrawGizmos()
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{
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// 设置 Gizmos 颜色
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Gizmos.color = Color.red;
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// 绘制场景边界
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Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0);
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Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0);
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// 绘制边界框
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Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0));
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Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0));
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Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0));
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Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0));
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}
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}
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