fix: ShoseClickHandler加固—空指针防护+debug日志+自动补collider
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@@ -1,43 +1,47 @@
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using UnityEngine;
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/// <summary>
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/// Shose 鞋子交互:shader 模型描边闪烁,点击后显示模型+移动到ShosePoint
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/// </summary>
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public class ShoseClickHandler : MonoBehaviour
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{
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public GameObject nextObject;
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public Transform targetPoint;
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private MeshRenderer _modelRenderer;
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private MeshRenderer _outlineMesh;
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private MeshRenderer _modelRenderer, _outlineMesh;
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void OnEnable()
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{
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_modelRenderer = GetComponent<MeshRenderer>();
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if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
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if (_modelRenderer != null) _modelRenderer.enabled = false;
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// 确保有 collider
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if (GetComponent<Collider>() == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.5f; }
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CreateOutlineMesh();
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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Debug.Log($"[ShoseClick] OnEnable modelRenderer={_modelRenderer!=null} outlineMesh={_outlineMesh!=null}");
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}
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void CreateOutlineMesh()
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{
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if (_outlineMesh != null) return;
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var mf = GetComponent<MeshFilter>();
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if (mf == null || mf.sharedMesh == null) return;
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var mat = new Material(Shader.Find("Custom/OutlineUnlit"));
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf == null || mf.sharedMesh == null)
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{
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Debug.LogWarning("[ShoseClick] 无 MeshFilter 或 sharedMesh,无法创建描边");
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return;
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}
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var shader = Shader.Find("Custom/OutlineUnlit");
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if (shader == null) { Debug.LogWarning("[ShoseClick] Custom/OutlineUnlit shader 未找到"); return; }
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var mat = new Material(shader);
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mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
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mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
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mat.SetFloat("_OutlineWidth", 0.03f);
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var go = new GameObject("Outline");
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go.transform.SetParent(transform, false);
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var omf = go.AddComponent<MeshFilter>();
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omf.sharedMesh = mf.sharedMesh;
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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_outlineMesh = go.AddComponent<MeshRenderer>();
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_outlineMesh.material = mat;
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Debug.Log("[ShoseClick] 描边已创建");
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}
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System.Collections.IEnumerator BlinkOutline()
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@@ -53,17 +57,11 @@ public class ShoseClickHandler : MonoBehaviour
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void OnMouseDown()
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{
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Debug.Log("[ShoseClick] 被点击");
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StopAllCoroutines();
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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if (targetPoint != null)
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{
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transform.position = targetPoint.position;
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transform.rotation = targetPoint.rotation;
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}
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if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
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if (nextObject != null) nextObject.SetActive(true);
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Debug.Log($"[ShoseClick] 已移动到{targetPoint?.name}, {nextObject?.name} 已激活");
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}
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}
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