using UnityEngine; public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _outlineMesh; private bool _clicked; void OnEnable() { var col = GetComponent(); if (col == null) col = gameObject.AddComponent(); if (col is SphereCollider sc) { sc.radius = 1.2f; sc.isTrigger = false; } var drag = GetComponent(); if (drag != null) Destroy(drag); CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); _clicked = false; Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col={((SphereCollider)col).radius}"); } void CreateOutlineMesh() { if (_outlineMesh != null) return; var mf = GetComponent(); if (mf == null) mf = GetComponentInChildren(); if (mf == null || mf.sharedMesh == null) return; var shader = Shader.Find("Custom/OutlineUnlit"); if (shader == null) 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", 0.06f); var go = new GameObject("Outline"); go.transform.SetParent(transform, false); go.AddComponent().sharedMesh = mf.sharedMesh; _outlineMesh = go.AddComponent(); _outlineMesh.material = mat; } 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 Update() { if (_clicked || !Input.GetMouseButtonDown(0)) return; foreach (var cam in Camera.allCameras) { if (!cam.enabled) continue; var hits = Physics.RaycastAll(cam.ScreenPointToRay(Input.mousePosition), 100f); foreach (var h in hits) { if (h.collider != null && h.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; } if (nextObject != null) nextObject.SetActive(true); } }