using UnityEngine; /// /// 挂在 chanraotuibu 对象上。蓝色矩形闪烁描边,点击显示模型并激活下个对象(ping.004)。 /// public class ChanraoTuibuHandler : MonoBehaviour { public GameObject nextObject; private MeshRenderer _meshRenderer; private LineRenderer _outlineRenderer; void OnEnable() { _meshRenderer = GetComponent(); if (_meshRenderer == null) _meshRenderer = GetComponentInChildren(); // 隐藏所有子级 Renderer(包括 inactive 子级,确保模型不可见) var allRends = GetComponentsInChildren(true); foreach (var r in allRends) r.enabled = false; // 确保有大号可点击 collider var col = GetComponent(); if (col == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; } CreateBlueOutline(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); } void CreateBlueOutline() { if (_outlineRenderer != null) return; var ringGo = new GameObject("BlueRing"); ringGo.transform.SetParent(transform, false); _outlineRenderer = ringGo.AddComponent(); _outlineRenderer.useWorldSpace = true; _outlineRenderer.loop = true; _outlineRenderer.startWidth = 0.015f; _outlineRenderer.endWidth = 0.015f; _outlineRenderer.material = new Material(Shader.Find("Unlit/Color")); _outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f); _outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f); _outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f); // 基于模型 Bounds 画矩形 Renderer rend = _meshRenderer; if (rend == null) rend = GetComponentInChildren(); Bounds b; if (rend != null) b = rend.bounds; else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f)); // 扩展 20% 让边框包住模型 Vector3 ctr = b.center; Vector3 ext = b.extents * 1.2f; float y = b.max.y + 0.08f; Vector3 p0 = new Vector3(ctr.x - ext.x, y, ctr.z - ext.z); Vector3 p1 = new Vector3(ctr.x - ext.x, y, ctr.z + ext.z); Vector3 p2 = new Vector3(ctr.x + ext.x, y, ctr.z + ext.z); Vector3 p3 = new Vector3(ctr.x + ext.x, y, ctr.z - ext.z); Debug.Log($"[{name}] 边框 bounds: center={ctr} extents={ext} y={y}"); _outlineRenderer.positionCount = 5; _outlineRenderer.SetPosition(0, p0); _outlineRenderer.SetPosition(1, p1); _outlineRenderer.SetPosition(2, p2); _outlineRenderer.SetPosition(3, p3); _outlineRenderer.SetPosition(4, p0); } System.Collections.IEnumerator BlinkOutline() { while (true) { if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled; yield return new WaitForSeconds(0.4f); } } void OnMouseDown() { Debug.Log($"[ChanraoTuibu] {name} 被点击"); StopAllCoroutines(); if (_meshRenderer != null) _meshRenderer.enabled = true; var allRends2 = GetComponentsInChildren(); foreach (var r in allRends2) r.enabled = true; if (_outlineRenderer != null) _outlineRenderer.enabled = false; if (nextObject != null) { nextObject.SetActive(true); Debug.Log($"[ChanraoTuibu] → {nextObject.name} 已激活"); } } }