using UnityEngine; /// /// Shose 交互:模型可见 + 外圈蓝色描边闪烁,点击后移动到 ShosePoint /// public class ShoseClickHandler : MonoBehaviour { public GameObject nextObject; public Transform targetPoint; private MeshRenderer _outlineMesh; void OnEnable() { // 不隐藏模型!只加描边子对象 if (GetComponent() == null) { var sc = gameObject.AddComponent(); sc.radius = 0.5f; sc.isTrigger = false; } CreateOutlineMesh(); StopAllCoroutines(); StartCoroutine(BlinkOutline()); Debug.Log($"[ShoseClick] OnEnable outline={_outlineMesh!=null} collider={GetComponent()!=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Mesh"); return; } var shader = Shader.Find("Custom/OutlineUnlit"); if (shader == null) { Debug.LogWarning("[ShoseClick] Shader缺失"); 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; } 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 (_outlineMesh != null) _outlineMesh.enabled = false; if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; } if (nextObject != null) nextObject.SetActive(true); } }