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VFSUnity/Assets/Scripts/Interaction/ShoseClickHandler.cs
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using UnityEngine;
public class ShoseClickHandler : MonoBehaviour
{
public GameObject nextObject;
public Transform targetPoint;
private MeshRenderer _outlineMesh;
private bool _clicked;
void OnEnable()
{
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf != null && mf.sharedMesh != null)
{
var mb = mf.sharedMesh.bounds;
Destroy(GetComponent<SphereCollider>());
var col = GetComponent<BoxCollider>();
if (col == null) col = gameObject.AddComponent<BoxCollider>();
// 按 localScale 缩放 collider 匹配模型实际大小
col.center = Vector3.Scale(mb.center, transform.localScale);
col.size = Vector3.Scale(mb.size, transform.localScale) * 1.2f;
col.enabled = true;
}
else { if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.3f; }
CreateOutlineMesh();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
_clicked = false;
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
if (mf == null || mf.sharedMesh == null) return;
var shader = Shader.Find("Custom/OutlineUnlit");
if (shader == null) return;
var mat = new Material(shader);
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
// 描边宽度补偿 scale
float s = transform.lossyScale.magnitude / Mathf.Sqrt(3);
mat.SetFloat("_OutlineWidth", s > 0.001f ? OutlineConfig.Width / s : OutlineConfig.Width);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_outlineMesh.material = mat;
}
System.Collections.IEnumerator BlinkOutline()
{
if (_outlineMesh != null) _outlineMesh.enabled = true;
yield return new WaitForSeconds(0.4f);
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void OnMouseDown()
{
if (_clicked) return;
_clicked = true;
Debug.Log("[ShoseClick] ★ 被点击 ★");
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
if (nextObject != null) nextObject.SetActive(true);
}
}