using UnityEngine; public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _outlineMesh; private bool _clicked; void Start() { var col = GetComponent(); if (col == null) { col = gameObject.AddComponent(); ((SphereCollider)col).radius = 3f; } col.enabled = true; CreateOutlineMesh(); StartCoroutine(BlinkOutline()); Debug.Log($"[ShoseClick] Start obj={gameObject.name} col={col.enabled} radius={((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 OnMouseDown() { if (_clicked) return; _clicked = true; Debug.Log("[ShoseClick] ★ 模型被点击了! ★"); StopAllCoroutines(); if (_outlineMesh != null) _outlineMesh.enabled = false; if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; } if (nextObject != null) nextObject.SetActive(true); } }