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
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@@ -30,6 +30,9 @@ public class PingClickHandler : MonoBehaviour
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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// 隐藏所有子级 Renderer(确保模型不可见)
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var allRends = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends) r.enabled = false;
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CreateBlueOutline();
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_clickedOnce = false;
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StopAllCoroutines();
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@@ -105,6 +108,8 @@ public class PingClickHandler : MonoBehaviour
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_firstClickCount++;
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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var allRends2 = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends2) r.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = true;
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if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); }
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Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
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@@ -118,6 +123,9 @@ public class PingClickHandler : MonoBehaviour
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if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {chanraoObject.name} 已显示"); }
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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// 隐藏所有子级 Renderer(确保模型不可见)
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var allRends = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends) r.enabled = false;
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if (_outlineRenderer != null) _outlineRenderer.enabled = false;
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gameObject.SetActive(false);
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Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)");
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@@ -133,6 +141,9 @@ public class PingClickHandler : MonoBehaviour
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_firstClickCount--;
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gameObject.SetActive(true);
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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// 隐藏所有子级 Renderer(确保模型不可见)
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var allRends = GetComponentsInChildren<Renderer>();
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foreach (var r in allRends) r.enabled = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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