Fix syntax error and finalize absolute collider sizing for pings
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@@ -16,34 +16,27 @@ public class PingClickHandler : MonoBehaviour
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if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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var col = GetComponent<Collider>();
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if (col == null)
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var colliders = GetComponents<Collider>();
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foreach (var c in colliders)
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{
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var box = gameObject.AddComponent<BoxCollider>();
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box.size = new Vector3(2f, 2f, 2f);
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col = box;
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if (c is SphereCollider || c is CapsuleCollider)
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{
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Destroy(c);
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}
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}
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// 终极修复:直接无视它原来的任何比例,强制改成非常庞大的数值!
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// 因为你的模型在世界坐标里 lossyScale 达到了 100x73x100,所以局部半径会被算得很小(0.006)。
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// 现在我直接给它一个固定的局部半径 = 1.0f。在放大 100 倍后,这个球的大小就是 100 米长!
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// 这绝对绝对不可能点不到了。
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if (col is SphereCollider sphere)
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{
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sphere.radius = 2.0f;
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}
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else if (col is BoxCollider box)
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{
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box.size = new Vector3(4.0f, 4.0f, 4.0f);
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}
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else if (col is CapsuleCollider cap)
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{
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cap.radius = 2.0f;
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cap.height = 4.0f;
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}
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var box = GetComponent<BoxCollider>();
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if (box == null) box = gameObject.AddComponent<BoxCollider>();
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col.isTrigger = false;
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col.enabled = true;
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Vector3 lossy = transform.lossyScale;
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float sx = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.x), 0.001f), 0.001f, 100f);
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float sy = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.y), 0.001f), 0.001f, 100f);
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float sz = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.z), 0.001f), 0.001f, 100f);
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box.size = new Vector3(sx, sy, sz);
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box.center = Vector3.zero;
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box.isTrigger = false;
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box.enabled = true;
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CreateOutlineMesh();
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_modelShown = false;
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