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VFSUnity/Assets/Scripts/Interaction/PingClickHandler.cs
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using UnityEngine;
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject, nextPing;
public int pingIndex;
private MeshRenderer _modelRenderer, _outlineMesh;
private bool _modelShown;
private bool _isBlinking;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
CreateOutlineMesh();
_modelShown = false;
_isBlinking = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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", OutlineConfig.Width);
var go = new GameObject("Outline");
go.transform.SetParent(transform, false);
// 稍微往上偏移一点点,防止边框插进地里
go.transform.position += Vector3.up * 0.05f;
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_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()
{
PerformClick();
}
public void PerformClick()
{
if (!_isBlinking) return; // 防止重复点击
foreach (var c in Object.FindObjectsOfType<Camera>())
{
if (!c.enabled) continue;
foreach (var h in Physics.RaycastAll(c.ScreenPointToRay(Input.mousePosition)))
if (h.collider?.transform.parent?.name == "touchArray") return;
}
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
else
{
// 如果 nextPing 是 null,说明我是最后一个 ping(也就是 ping.001
// 此时所有的 ping 都已经显示了模型,进入阶段二:重新点亮所有的 ping 边框
var allPings = Object.FindObjectsOfType<PingClickHandler>();
foreach (var p in allPings)
{
p.ReEnableBorder();
}
Debug.Log($"[PingClick] {name} 是最后一个 ping,所有边框已重新激活!");
}
Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing?.name}");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
else
{
if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {name} → {chanraoObject.name}"); }
HideSelf();
ActionHistory.Push(ActionHistory.ActionType.PingSecond, this);
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, true);
// 判断是否是真正的最后一步:检查所有的 PingClickHandler,看是否还有 activeInHierarchy 的。
// 注意当前 gameObject 刚刚被 SetActive(false),所以 FindObjectsOfType 获取不到当前的对象了。
var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
int activePingCount = 0;
foreach (var p in remainingPings)
{
if (p.gameObject.activeInHierarchy) activePingCount++;
}
if (activePingCount == 0)
{
Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。");
var am = FindObjectOfType<AudioManager>();
if (am != null)
{
#if UNITY_EDITOR
var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/people/伤员一切正常,包扎完毕.mp3");
if (finishClip != null) am.PlayVoice(finishClip);
#endif
}
}
}
}
public void ReEnableBorder() { _isBlinking = true; if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }
public void UndoSecondClick()
{
if (chanraoObject != null) chanraoObject.SetActive(false);
ShowSelf();
_modelShown = true;
_isBlinking = false;
}
public void UndoShow() { HideSelf(); }
private void HideSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
_isBlinking = false;
StopAllCoroutines();
}
private void ShowSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = true;
}
public void ResetState()
{
_modelShown = false;
_isBlinking = true;
if (_modelRenderer != null) _modelRenderer.enabled = false;
// 隐藏自身模型
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
if (_outlineMesh != null) _outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}