fix pos name text of matter
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@@ -37,6 +37,10 @@ namespace PerfectWorld.Scripts
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public const uint MATTER_MONEY = 3;
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public const uint MATTER_TYPEMASK = 0xff;
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private const float MatterNameExtraWorldYOffset = 0.05f;
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private const float MatterNameFallbackLocalY = 0.6f;
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private const string ItemNameTextChildName = "ItemNameText";
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// Constructor / Constructor
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public CECMatter()
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{
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@@ -179,11 +183,24 @@ namespace PerfectWorld.Scripts
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var collider = matterObject.AddComponent<BoxCollider>();
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//this is a workaround to fix the collider size issue when load prefab go wrong at some point
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//TODO: remove this workaround after the prefab load issue is fixed
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Vector3 size = matterObject.GetComponentInChildren<Renderer>().bounds.size;
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if (size.x < 0.5f) size.x = 0.5f;
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if (size.y < 0.5f) size.y = 0.5f;
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if (size.z < 0.5f) size.z = 0.5f;
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collider.size = size;
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if (TryGetCombinedRendererBounds(matterObject.transform, null, out var combinedBounds))
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{
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Vector3 size = combinedBounds.size;
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if (size.x < 0.5f) size.x = 0.5f;
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if (size.y < 0.5f) size.y = 0.5f;
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if (size.z < 0.5f) size.z = 0.5f;
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collider.size = size;
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collider.center = matterObject.transform.InverseTransformPoint(combinedBounds.center);
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}
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else
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{
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var firstRenderer = matterObject.GetComponentInChildren<Renderer>();
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Vector3 size = firstRenderer != null ? firstRenderer.bounds.size : Vector3.one;
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if (size.x < 0.5f) size.x = 0.5f;
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if (size.y < 0.5f) size.y = 0.5f;
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if (size.z < 0.5f) size.z = 0.5f;
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collider.size = size;
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}
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}
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// Create text object to display item name above the cube
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CreateItemNameText(matterObject, Info.tid);
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@@ -244,18 +261,109 @@ namespace PerfectWorld.Scripts
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return null;
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}
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/// <summary>
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/// Merge world-space bounds of all child Renderers (MeshRenderer + SkinnedMeshRenderer).
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/// Reads sharedMesh.bounds (mesh local space) and manually converts to world space —
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/// same approach as PlayerVisual/NPCVisual — to avoid stale renderer.bounds after SetActive.
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/// 合并所有子 Renderer 的世界包围盒(MeshRenderer + SkinnedMeshRenderer)。
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/// 直接读 sharedMesh.bounds(网格本地空间)再手动转为世界坐标,避免 SetActive 后同帧 renderer.bounds 未刷新的问题。
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/// </summary>
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private static bool TryGetCombinedRendererBounds(Transform matterRoot, Transform excludeSubtree, out Bounds combinedBounds)
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{
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combinedBounds = default;
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if (matterRoot == null)
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return false;
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var renderers = matterRoot.GetComponentsInChildren<Renderer>(true);
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bool hasAny = false;
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for (int i = 0; i < renderers.Length; i++)
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{
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var renderer = renderers[i];
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if (renderer == null)
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continue;
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if (excludeSubtree != null && renderer.transform.IsChildOf(excludeSubtree))
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continue;
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Mesh mesh = null;
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if (renderer is SkinnedMeshRenderer smr)
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{
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mesh = smr.sharedMesh;
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}
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else if (renderer is MeshRenderer)
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{
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var mf = renderer.GetComponent<MeshFilter>();
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if (mf != null)
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mesh = mf.sharedMesh;
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}
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if (mesh == null)
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continue;
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// Manually build world-space bounds from mesh-local bounds + transform,
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// identical to PlayerVisual/NPCVisual — reliable even right after SetActive(true).
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// 与 PlayerVisual/NPCVisual 相同:从网格本地包围盒手动计算世界包围盒,SetActive 后同帧可靠。
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var meshBounds = mesh.bounds;
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var scale = renderer.transform.lossyScale;
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var worldCenter = renderer.transform.TransformPoint(meshBounds.center);
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var worldSize = new Vector3(
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Mathf.Abs(meshBounds.size.x * scale.x),
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Mathf.Abs(meshBounds.size.y * scale.y),
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Mathf.Abs(meshBounds.size.z * scale.z));
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var currentBounds = new Bounds(worldCenter, worldSize);
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Debug.Log($"[Cuong] [CECMatter] renderer={renderer.name} meshLocalCenter={meshBounds.center} meshLocalSize={meshBounds.size} worldCenter={worldCenter} worldSize={worldSize} worldMaxY={currentBounds.max.y}");
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if (!hasAny)
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{
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combinedBounds = currentBounds;
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hasAny = true;
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}
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else
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{
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combinedBounds.Encapsulate(currentBounds);
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}
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}
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return hasAny;
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}
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/// <summary>
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/// Name anchor at top of tallest mesh: combinedBounds.max.y in world, converted to local.
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/// 名牌锚点位于最高 mesh 顶部:世界坐标 combinedBounds.max.y,再转为本地坐标。
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/// </summary>
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private static bool TryGetItemNameAnchorLocal(Transform matterRoot, out Vector3 localAnchor)
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{
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if (!TryGetCombinedRendererBounds(matterRoot, null, out var combinedBounds))
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{
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localAnchor = new Vector3(0f, MatterNameFallbackLocalY, 0f);
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return false;
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}
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var worldAnchor = new Vector3(
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combinedBounds.center.x,
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combinedBounds.max.y + MatterNameExtraWorldYOffset,
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combinedBounds.center.z);
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localAnchor = matterRoot.InverseTransformPoint(worldAnchor);
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return true;
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}
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private static void CreateItemNameText(GameObject matterObject, int tid)
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{
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if (matterObject == null)
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return;
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// Avoid duplicating if prefab already contains it (or Init called twice).
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if (matterObject.transform.Find("ItemNameText") != null)
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if (matterObject.transform.Find(ItemNameTextChildName) != null)
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return;
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var textObject = new GameObject("ItemNameText");
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var textObject = new GameObject(ItemNameTextChildName);
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textObject.transform.SetParent(matterObject.transform, false);
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textObject.transform.localPosition = new Vector3(0f, 0.6f, 0f);
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if (!TryGetItemNameAnchorLocal(matterObject.transform, out var localAnchor))
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{
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Debug.LogWarning(
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$"[Cuong] [CECMatter] No renderer bounds for '{matterObject.name}'; using fallback Y={MatterNameFallbackLocalY}");
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}
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textObject.transform.localPosition = localAnchor;
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var textMesh = textObject.AddComponent<TextMeshPro>();
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