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VFSUnity/Assets/Scripts/Interaction/PingClickHandler.cs
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using UnityEngine;
/// <summary>
/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两阶段点击:
/// 阶段0: 依次首次点击4个ping显示模型(全部显示后才进入阶段1)
/// 阶段1: 点击ping显示对应chanrao并隐藏自己
/// touchArray 点击优先级更高。
/// </summary>
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject;
public GameObject nextPing;
public int pingIndex;
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
private bool _clickedOnce;
private static int _firstClickCount = 0;
void Start()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
CreateBlueOutline();
StartCoroutine(BlinkOutline());
}
void OnEnable()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
if (_meshRenderer != null) _meshRenderer.enabled = false;
CreateBlueOutline();
_clickedOnce = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateBlueOutline()
{
if (_outlineRenderer != null) return;
var ringGo = new GameObject("BlueRing");
ringGo.transform.SetParent(transform, false);
_outlineRenderer = ringGo.AddComponent<LineRenderer>();
_outlineRenderer.useWorldSpace = true;
_outlineRenderer.loop = true;
_outlineRenderer.startWidth = 0.015f;
_outlineRenderer.endWidth = 0.015f;
_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
// 基于模型 Bounds 画矩形描边
Bounds b;
if (_meshRenderer != null) b = _meshRenderer.bounds;
else b = new Bounds(transform.position, new Vector3(0.3f, 0.01f, 0.3f));
float y = _meshRenderer != null ? _meshRenderer.bounds.max.y + 0.02f : transform.position.y + 0.1f;
Vector3 p0 = new Vector3(b.min.x, y, b.min.z);
Vector3 p1 = new Vector3(b.min.x, y, b.max.z);
Vector3 p2 = new Vector3(b.max.x, y, b.max.z);
Vector3 p3 = new Vector3(b.max.x, y, b.min.z);
_outlineRenderer.positionCount = 5;
_outlineRenderer.SetPosition(0, p0);
_outlineRenderer.SetPosition(1, p1);
_outlineRenderer.SetPosition(2, p2);
_outlineRenderer.SetPosition(3, p3);
_outlineRenderer.SetPosition(4, p0);
}
System.Collections.IEnumerator BlinkOutline()
{
while (true)
{
if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
void OnMouseDown()
{
// touchArray 优先:如果同时命中 touchArray point,跳过
bool blocked = false;
var allCams = Object.FindObjectsOfType<Camera>();
foreach (var c in allCams)
{
if (!c.enabled) continue;
var r = c.ScreenPointToRay(Input.mousePosition);
foreach (var h in Physics.RaycastAll(r))
{
if (h.collider != null && h.collider.transform.parent != null
&& h.collider.transform.parent.name == "touchArray")
{ blocked = true; break; }
}
if (blocked) break;
}
if (blocked) return;
// 阶段0: 依次首次点击4个ping
if (_firstClickCount < 4)
{
if (_clickedOnce) return;
_clickedOnce = true;
_firstClickCount++;
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); }
Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
// 阶段1: 全部显示后第二击显示chanrao
else
{
if (!_clickedOnce) return;
if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {chanraoObject.name} 已显示"); }
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
if (_outlineRenderer != null) _outlineRenderer.enabled = false;
gameObject.SetActive(false);
Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, true);
}
}
public void UndoSecondClick()
{
if (!_clickedOnce) return;
_clickedOnce = false;
_firstClickCount--;
gameObject.SetActive(true);
if (_meshRenderer != null) _meshRenderer.enabled = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
public void UndoShow() { gameObject.SetActive(false); }
}