fix: Shose用Update+Physics.Raycast替代OnMouseDown处理点击

This commit is contained in:
yangbear
2026-07-05 21:31:08 +08:00
parent 8aa9fa3086
commit 431465e448
@@ -5,21 +5,20 @@ public class ShoseClickHandler : MonoBehaviour
public GameObject nextObject;
public Transform targetPoint;
private MeshRenderer _outlineMesh;
private bool _clicked;
void OnEnable()
{
// 强制确保有足够大的 collider
var col = GetComponent<Collider>();
if (col == null) col = gameObject.AddComponent<SphereCollider>();
if (col is SphereCollider sc) { sc.radius = 1.2f; sc.isTrigger = false; }
// 干掉可能拦截点击的旧组件
var drag = GetComponent<DraggableObject>();
if (drag != null) Destroy(drag);
CreateOutlineMesh();
StopAllCoroutines();
StartCoroutine(BlinkOutline());
Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col radius={(col is SphereCollider sc2?sc2.radius:-1)}");
_clicked = false;
Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col={(col is SphereCollider sc2?sc2.radius:-1)}");
}
void CreateOutlineMesh()
@@ -52,13 +51,29 @@ public class ShoseClickHandler : MonoBehaviour
}
}
void OnMouseDown()
void Update()
{
if (_clicked || !Input.GetMouseButtonDown(0)) return;
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)
{
OnClicked();
return;
}
}
}
void OnClicked()
{
_clicked = true;
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");
else Debug.LogWarning("[ShoseClick] targetPoint 为空");
if (nextObject != null) nextObject.SetActive(true);
}
}