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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;
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var col = GetComponent<Collider>();
if (col == null)
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{
col = gameObject.AddComponent<SphereCollider>();
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}
if (col is SphereCollider sphere)
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{
float scale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z), 0.001f);
sphere.radius = Mathf.Clamp(0.3f / scale, 0.05f, 20f);
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}
col.enabled = true;
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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);
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); }
}
// 弃用 Unity 自带的 OnMouseDown,因为它只能检测最外层第一个碰到的物体,会被前面的隐形物体挡住
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (!_isBlinking) return;
foreach (var c in Camera.allCameras)
{
if (!c.enabled) continue;
Ray ray = c.ScreenPointToRay(Input.mousePosition);
// 穿透所有物体!
RaycastHit[] hits = Physics.RaycastAll(ray, 1000f);
foreach (var hit in hits)
{
if (hit.collider != null && hit.collider.gameObject == gameObject)
{
Debug.Log($"[PingClick] Update全穿透射线成功点中: {name}");
PerformClick();
return; // 已经处理点击,退出
}
}
}
}
}
public void PerformClick()
{
if (!_isBlinking) return;
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
else
{
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var chanraotuibu = GameObject.Find("chanraotuibu");
if (chanraotuibu == null)
{
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var mi = GameObject.Find("manInjury");
if (mi != null)
{
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var t = mi.transform.Find("chanraotuibu");
if (t != null) chanraotuibu = t.gameObject;
}
}
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if (chanraotuibu != null) chanraotuibu.SetActive(true);
Debug.Log($"[PingClick] {name} 是最后一个 ping 模型,现已激活 chanraotuibu");
}
if (nextPing != null) Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing.name}");
else Debug.Log($"[PingClick] {name} 模型显示, 激活下一个");
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);
var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
int activePingCount = 0;
foreach (var p in remainingPings)
{
var col = p.GetComponent<Collider>();
if (col != null && col.enabled) activePingCount++;
}
if (activePingCount == 0)
{
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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)
{
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#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
}
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.HideVideo();
}
}
}
}
public void ReEnableBorder()
{
if (!_modelShown) return;
var col = GetComponent<Collider>();
if (chanraoObject != null && chanraoObject.activeSelf)
{
if (col != null) col.enabled = false;
return;
}
_isBlinking = true;
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if (col != null) col.enabled = true;
if (_outlineMesh != null)
{
_outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}
public void DisableBorder()
{
_isBlinking = false;
if (_outlineMesh != null) _outlineMesh.enabled = false;
StopAllCoroutines();
}
public void UndoSecondClick()
{
if (chanraoObject != null) chanraoObject.SetActive(false);
ShowSelf();
_modelShown = true;
_isBlinking = true;
if (_outlineMesh != null) _outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
public void UndoShow()
{
_modelShown = false;
_isBlinking = false;
StopAllCoroutines();
if (chanraoObject != null) chanraoObject.SetActive(false);
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
gameObject.SetActive(false);
}
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;
var col = GetComponent<Collider>();
if (col == null)
{
col = gameObject.AddComponent<SphereCollider>();
}
if (col is SphereCollider sphere)
{
float scale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z), 0.001f);
sphere.radius = Mathf.Clamp(0.3f / scale, 0.05f, 20f);
}
col.enabled = true;
_isBlinking = true;
if (_modelRenderer != null) _modelRenderer.enabled = false;
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());
}
}