fix: 边框扩展20%贴合模型+隐藏所有子级Renderer

- ChanraoTuibuHandler/PingClickHandler: bounds.extents*1.2扩展边框
- OnEnable: 遍历所有子级Renderer全部enabled=false
- OnMouseDown: 遍历所有子级Renderer全部enabled=true
- 使用GetComponentInChildren<Renderer>()兜底
- 新增Debug.Log打印bounds信息
This commit is contained in:
yangbear
2026-07-03 14:37:00 +08:00
parent 643084682a
commit 1ee3a9a48c
3 changed files with 36 additions and 6 deletions
@@ -15,6 +15,9 @@ public class ChanraoTuibuHandler : MonoBehaviour
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
if (_meshRenderer != null) _meshRenderer.enabled = false;
// 隐藏所有子级 Renderer(确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>();
foreach (var r in allRends) r.enabled = false;
CreateBlueOutline();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
@@ -36,14 +39,20 @@ public class ChanraoTuibuHandler : MonoBehaviour
_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
// 基于模型 Bounds 画矩形
Renderer rend = _meshRenderer;
if (rend == null) rend = GetComponentInChildren<Renderer>();
Bounds b;
if (_meshRenderer != null) b = _meshRenderer.bounds;
if (rend != null) b = rend.bounds;
else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
float y = b.max.y + 0.05f;
Vector3 p0 = new Vector3(b.min.x, y, b.min.z);
Vector3 p1 = new Vector3(b.min.x, y, b.max.z);
Vector3 p2 = new Vector3(b.max.x, y, b.max.z);
Vector3 p3 = new Vector3(b.max.x, y, b.min.z);
// 扩展 20% 让边框包住模型
Vector3 ctr = b.center;
Vector3 ext = b.extents * 1.2f;
float y = b.max.y + 0.08f;
Vector3 p0 = new Vector3(ctr.x - ext.x, y, ctr.z - ext.z);
Vector3 p1 = new Vector3(ctr.x - ext.x, y, ctr.z + ext.z);
Vector3 p2 = new Vector3(ctr.x + ext.x, y, ctr.z + ext.z);
Vector3 p3 = new Vector3(ctr.x + ext.x, y, ctr.z - ext.z);
Debug.Log($"[{f}] 边框 bounds: center={ctr} extents={ext} y={y}");
_outlineRenderer.positionCount = 5;
_outlineRenderer.SetPosition(0, p0);
_outlineRenderer.SetPosition(1, p1);
@@ -66,6 +75,8 @@ public class ChanraoTuibuHandler : MonoBehaviour
Debug.Log($"[ChanraoTuibu] {name} 被点击");
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
var allRends2 = GetComponentsInChildren<Renderer>();
foreach (var r in allRends2) r.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name} 已激活"); }
}
@@ -30,6 +30,9 @@ public class PingClickHandler : MonoBehaviour
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
if (_meshRenderer != null) _meshRenderer.enabled = false;
// 隐藏所有子级 Renderer(确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>();
foreach (var r in allRends) r.enabled = false;
CreateBlueOutline();
_clickedOnce = false;
StopAllCoroutines();
@@ -105,6 +108,8 @@ public class PingClickHandler : MonoBehaviour
_firstClickCount++;
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
var allRends2 = GetComponentsInChildren<Renderer>();
foreach (var r in allRends2) r.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); }
Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
@@ -118,6 +123,9 @@ public class PingClickHandler : MonoBehaviour
if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {chanraoObject.name} 已显示"); }
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
// 隐藏所有子级 Renderer(确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>();
foreach (var r in allRends) r.enabled = false;
if (_outlineRenderer != null) _outlineRenderer.enabled = false;
gameObject.SetActive(false);
Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)");
@@ -133,6 +141,9 @@ public class PingClickHandler : MonoBehaviour
_firstClickCount--;
gameObject.SetActive(true);
if (_meshRenderer != null) _meshRenderer.enabled = false;
// 隐藏所有子级 Renderer(确保模型不可见)
var allRends = GetComponentsInChildren<Renderer>();
foreach (var r in allRends) r.enabled = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
+8
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@@ -0,0 +1,8 @@
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