<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>可交互 on PlumePHP</title><link>https://plumephp.com/tags/%E5%8F%AF%E4%BA%A4%E4%BA%92/</link><description>Recent content in 可交互 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 07 Apr 2026 09:36:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%8F%AF%E4%BA%A4%E4%BA%92/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 描边高亮系统：可交互、可锁定和可拾取别各画各的光</title><link>https://plumephp.com/godot-outline-highlight-interaction-2026/</link><pubDate>Tue, 07 Apr 2026 09:36:00 +0800</pubDate><guid>https://plumephp.com/godot-outline-highlight-interaction-2026/</guid><description>&lt;p&gt;可交互物发光、任务目标描边、锁定敌人高亮、掉落物闪烁，这些都是玩家理解场景的重要线索。但如果每个系统自己画高亮，画面会很快混乱：任务目标是蓝边，交互物是黄光，锁定敌人又叠一层红边，拾取物还在闪。更麻烦的是，高亮材质可能互相覆盖，导致某些对象一直亮着。&lt;/p&gt;</description></item></channel></rss>