using UnityEngine; /// /// Shose 鞋子交互:shader 模型描边闪烁,点击后显示模型+移动到ShosePoint /// public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _modelRenderer; private MeshRenderer _outlineMesh; void OnEnable() { _modelRenderer = GetComponent(); if (_modelRenderer != null) _modelRenderer.enabled = false; CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); } void CreateOutlineMesh() { if (_outlineMesh != null) return; var mf = GetComponent(); if (mf == null || mf.sharedMesh == null) return; var mat = new Material(Shader.Find("Custom/OutlineUnlit")); 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); var omf = go.AddComponent(); omf.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 OnMouseDown() { 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); Debug.Log($"[ShoseClick] 已移动到{targetPoint?.name}, {nextObject?.name} 已激活"); } }