using UnityEngine; public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _modelRenderer, _outlineMesh; void OnEnable() { _modelRenderer = GetComponent(); if (_modelRenderer == null) _modelRenderer = GetComponentInChildren(); if (_modelRenderer != null) _modelRenderer.enabled = false; // 确保有 collider if (GetComponent() == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; } CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); Debug.Log($"[ShoseClick] OnEnable modelRenderer={_modelRenderer!=null} outlineMesh={_outlineMesh!=null}"); } void CreateOutlineMesh() { if (_outlineMesh != null) return; var mf = GetComponent(); if (mf == null) mf = GetComponentInChildren(); if (mf == null || mf.sharedMesh == null) { Debug.LogWarning("[ShoseClick] 无 MeshFilter 或 sharedMesh,无法创建描边"); return; } var shader = Shader.Find("Custom/OutlineUnlit"); if (shader == null) { Debug.LogWarning("[ShoseClick] Custom/OutlineUnlit shader 未找到"); return; } var mat = new Material(shader); mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); mat.SetFloat("_OutlineWidth", 0.03f); var go = new GameObject("Outline"); go.transform.SetParent(transform, false); go.AddComponent().sharedMesh = mf.sharedMesh; _outlineMesh = go.AddComponent(); _outlineMesh.material = mat; Debug.Log("[ShoseClick] 描边已创建"); } System.Collections.IEnumerator BlinkOutline() { 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); } } void OnMouseDown() { Debug.Log("[ShoseClick] 被点击"); StopAllCoroutines(); if (_modelRenderer != null) _modelRenderer.enabled = true; if (_outlineMesh != null) _outlineMesh.enabled = false; if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; } if (nextObject != null) nextObject.SetActive(true); } }