using UnityEngine; public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _outlineMesh; void OnEnable() { // 强制确保有足够大的 collider var col = GetComponent(); if (col == null) col = gameObject.AddComponent(); if (col is SphereCollider sc) { sc.radius = 1.2f; sc.isTrigger = false; } // 干掉可能拦截点击的旧组件 var drag = GetComponent(); if (drag != null) Destroy(drag); CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} col radius={(col is SphereCollider sc2?sc2.radius:-1)}"); } void CreateOutlineMesh() { if (_outlineMesh != null) return; var mf = GetComponent(); if (mf == null) mf = GetComponentInChildren(); if (mf == null || mf.sharedMesh == null) return; var shader = Shader.Find("Custom/OutlineUnlit"); if (shader == null) return; var mat = new Material(shader); mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); mat.SetFloat("_OutlineWidth", 0.06f); var go = new GameObject("Outline"); go.transform.SetParent(transform, false); go.AddComponent().sharedMesh = mf.sharedMesh; _outlineMesh = go.AddComponent(); _outlineMesh.material = mat; } System.Collections.IEnumerator BlinkOutline() { if (_outlineMesh != null) _outlineMesh.enabled = true; yield return new WaitForSeconds(0.4f); while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); } } void OnMouseDown() { Debug.Log("[ShoseClick] ★ 被点击了 ★"); StopAllCoroutines(); if (_outlineMesh != null) _outlineMesh.enabled = false; if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; Debug.Log($"[ShoseClick] 移动到 {targetPoint.name}"); } else Debug.LogWarning("[ShoseClick] targetPoint 为空!"); if (nextObject != null) nextObject.SetActive(true); } }