fix: Physics.RaycastAll扫全部命中—Ground阻挡也不影响鞋子点击

This commit is contained in:
yangbear
2026-07-05 21:33:49 +08:00
parent 431465e448
commit 406714df7d
@@ -18,7 +18,7 @@ public class ShoseClickHandler : MonoBehaviour
StopAllCoroutines();
StartCoroutine(BlinkOutline());
_clicked = false;
Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col={(col is SphereCollider sc2?sc2.radius:-1)}");
Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col={((SphereCollider)col).radius}");
}
void CreateOutlineMesh()
@@ -44,11 +44,7 @@ public class ShoseClickHandler : MonoBehaviour
{
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);
}
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void Update()
@@ -57,11 +53,13 @@ public class ShoseClickHandler : MonoBehaviour
foreach (var cam in Camera.allCameras)
{
if (!cam.enabled) continue;
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 100f) && hit.collider != null && hit.collider.gameObject == gameObject)
var hits = Physics.RaycastAll(cam.ScreenPointToRay(Input.mousePosition), 100f);
foreach (var h in hits)
{
OnClicked();
return;
if (h.collider != null && h.collider.gameObject == gameObject)
{
OnClicked(); return;
}
}
}
}
@@ -72,8 +70,7 @@ public class ShoseClickHandler : MonoBehaviour
Debug.Log("[ShoseClick] ★ 被点击了 ★");
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; Debug.Log($"[ShoseClick] 移动到 {targetPoint.name}"); }
else Debug.LogWarning("[ShoseClick] targetPoint 为空");
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
if (nextObject != null) nextObject.SetActive(true);
}
}