fix: ShoseClickHandler—模型保持可见+外圈描边+sphereCollider非trigger
This commit is contained in:
@@ -1,23 +1,28 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shose 交互:模型可见 + 外圈蓝色描边闪烁,点击后移动到 ShosePoint
|
||||||
|
/// </summary>
|
||||||
public class ShoseClickHandler : MonoBehaviour
|
public class ShoseClickHandler : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject nextObject;
|
public GameObject nextObject;
|
||||||
public Transform targetPoint;
|
public Transform targetPoint;
|
||||||
|
|
||||||
private MeshRenderer _modelRenderer, _outlineMesh;
|
private MeshRenderer _outlineMesh;
|
||||||
|
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
_modelRenderer = GetComponent<MeshRenderer>();
|
// 不隐藏模型!只加描边子对象
|
||||||
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
|
if (GetComponent<Collider>() == null)
|
||||||
if (_modelRenderer != null) _modelRenderer.enabled = false;
|
{
|
||||||
// 确保有 collider
|
var sc = gameObject.AddComponent<SphereCollider>();
|
||||||
if (GetComponent<Collider>() == null) { var sc = gameObject.AddComponent<SphereCollider>(); sc.radius = 0.5f; }
|
sc.radius = 0.5f;
|
||||||
|
sc.isTrigger = false;
|
||||||
|
}
|
||||||
CreateOutlineMesh();
|
CreateOutlineMesh();
|
||||||
StopAllCoroutines();
|
StopAllCoroutines();
|
||||||
StartCoroutine(BlinkOutline());
|
StartCoroutine(BlinkOutline());
|
||||||
Debug.Log($"[ShoseClick] OnEnable modelRenderer={_modelRenderer!=null} outlineMesh={_outlineMesh!=null}");
|
Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} collider={GetComponent<Collider>()!=null}");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CreateOutlineMesh()
|
void CreateOutlineMesh()
|
||||||
@@ -25,13 +30,9 @@ public class ShoseClickHandler : MonoBehaviour
|
|||||||
if (_outlineMesh != null) return;
|
if (_outlineMesh != null) return;
|
||||||
var mf = GetComponent<MeshFilter>();
|
var mf = GetComponent<MeshFilter>();
|
||||||
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
|
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
|
||||||
if (mf == null || mf.sharedMesh == null)
|
if (mf == null || mf.sharedMesh == null) { Debug.LogWarning("[ShoseClick] 无Mesh"); return; }
|
||||||
{
|
|
||||||
Debug.LogWarning("[ShoseClick] 无 MeshFilter 或 sharedMesh,无法创建描边");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
var shader = Shader.Find("Custom/OutlineUnlit");
|
var shader = Shader.Find("Custom/OutlineUnlit");
|
||||||
if (shader == null) { Debug.LogWarning("[ShoseClick] Custom/OutlineUnlit shader 未找到"); return; }
|
if (shader == null) { Debug.LogWarning("[ShoseClick] Shader缺失"); return; }
|
||||||
var mat = new Material(shader);
|
var mat = new Material(shader);
|
||||||
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
|
mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
|
||||||
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
|
mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
|
||||||
@@ -41,7 +42,6 @@ public class ShoseClickHandler : MonoBehaviour
|
|||||||
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
|
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
|
||||||
_outlineMesh = go.AddComponent<MeshRenderer>();
|
_outlineMesh = go.AddComponent<MeshRenderer>();
|
||||||
_outlineMesh.material = mat;
|
_outlineMesh.material = mat;
|
||||||
Debug.Log("[ShoseClick] 描边已创建");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
System.Collections.IEnumerator BlinkOutline()
|
System.Collections.IEnumerator BlinkOutline()
|
||||||
@@ -59,7 +59,6 @@ public class ShoseClickHandler : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Debug.Log("[ShoseClick] 被点击");
|
Debug.Log("[ShoseClick] 被点击");
|
||||||
StopAllCoroutines();
|
StopAllCoroutines();
|
||||||
if (_modelRenderer != null) _modelRenderer.enabled = true;
|
|
||||||
if (_outlineMesh != null) _outlineMesh.enabled = false;
|
if (_outlineMesh != null) _outlineMesh.enabled = false;
|
||||||
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
|
if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
|
||||||
if (nextObject != null) nextObject.SetActive(true);
|
if (nextObject != null) nextObject.SetActive(true);
|
||||||
|
|||||||
Reference in New Issue
Block a user