Fix ping click handler resetting logic properly dividing phase 1 and phase 2
This commit is contained in:
@@ -218,6 +218,12 @@ public class StepManager : MonoBehaviour
|
||||
Debug.Log($"StepManager: Ping步进 -> {_pingStepIndex} (ping{pingIndex} second={secondClick})");
|
||||
OnStepChanged?.Invoke(_pingStepIndex);
|
||||
}
|
||||
|
||||
public void SetPingStepIndex(int index)
|
||||
{
|
||||
_pingStepIndex = index;
|
||||
Debug.Log($"StepManager: Ping彻底重置 -> {index}");
|
||||
}
|
||||
|
||||
public void DecrementPingStep()
|
||||
{
|
||||
|
||||
@@ -32,22 +32,40 @@ public static class ActionHistory
|
||||
var item = History.Pop();
|
||||
Debug.Log($"[ActionHistory] Undo {item.Type} handler={(item.Handler != null ? item.Handler.name : "null")}, remaining={History.Count}");
|
||||
|
||||
// 如果遇到任何 Ping 的动作,就代表用户想重置整个包扎步骤
|
||||
if (item.Type == ActionType.PingFirst || item.Type == ActionType.PingSecond)
|
||||
if (item.Type == ActionType.PingSecond)
|
||||
{
|
||||
// 1. 持续弹栈,直到把所有 Ping 相关的记录都清理掉
|
||||
while (History.Count > 0 && (History.Peek().Type == ActionType.PingFirst || History.Peek().Type == ActionType.PingSecond))
|
||||
// 如果在包扎(第二阶段),则重置所有的包扎纱布,退回到所有骨折点发光的状态
|
||||
while (History.Count > 0 && History.Peek().Type == ActionType.PingSecond)
|
||||
{
|
||||
History.Pop();
|
||||
}
|
||||
|
||||
var allPings = Object.FindObjectsOfType<PingClickHandler>(true);
|
||||
foreach (var p in allPings)
|
||||
{
|
||||
if (p.chanraoObject != null) p.chanraoObject.SetActive(false);
|
||||
p.gameObject.SetActive(true);
|
||||
p.ReEnableBorder();
|
||||
}
|
||||
|
||||
var sm = Object.FindObjectOfType<StepManager>();
|
||||
if (sm != null) sm.SetPingStepIndex(8); // 退回到 4 个底模已确认的状态 (Ping 阶段的第一半结束)
|
||||
|
||||
return true;
|
||||
}
|
||||
else if (item.Type == ActionType.PingFirst)
|
||||
{
|
||||
// 如果在定位(第一阶段),则重置所有的定位,退回到只有第一个点发光的状态
|
||||
while (History.Count > 0 && History.Peek().Type == ActionType.PingFirst)
|
||||
{
|
||||
History.Pop();
|
||||
}
|
||||
|
||||
// 2. 将场景里的所有 Ping 彻底重置
|
||||
var allPings = Object.FindObjectsOfType<PingClickHandler>(true);
|
||||
foreach (var p in allPings)
|
||||
{
|
||||
if (p.chanraoObject != null) p.chanraoObject.SetActive(false);
|
||||
|
||||
// pingIndex 为 0 的通常是第一个出现的物体 (ping.004)
|
||||
if (p.pingIndex == 0)
|
||||
{
|
||||
p.gameObject.SetActive(true);
|
||||
@@ -55,13 +73,12 @@ public static class ActionHistory
|
||||
}
|
||||
else
|
||||
{
|
||||
p.UndoShow(); // 其他的全部隐藏
|
||||
p.UndoShow();
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 将 UI 的 Ping 进度清零
|
||||
var sm = Object.FindObjectOfType<StepManager>();
|
||||
if (sm != null) sm.ResetPingStep();
|
||||
if (sm != null) sm.SetPingStepIndex(0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -99,7 +99,7 @@ public class ChanraoTuibuHandler : MonoBehaviour
|
||||
var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
|
||||
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
|
||||
if (_outlineMesh != null) _outlineMesh.enabled = true;
|
||||
if (nextObject != null) nextObject.SetActive(false);
|
||||
if (nextObject != null) { nextObject.SetActive(false); var p = nextObject.GetComponent<PingClickHandler>(); if (p != null) p.UndoShow(); }
|
||||
StopAllCoroutines();
|
||||
StartCoroutine(BlinkOutline());
|
||||
}
|
||||
|
||||
@@ -84,11 +84,18 @@ public class PingClickHandler : MonoBehaviour
|
||||
var allPings = Object.FindObjectsOfType<PingClickHandler>();
|
||||
foreach (var p in allPings)
|
||||
{
|
||||
p.ReEnableBorder();
|
||||
// 只有未被包扎过的 ping 才能重新亮起边框
|
||||
if (p._modelShown)
|
||||
{
|
||||
p.ReEnableBorder();
|
||||
}
|
||||
}
|
||||
Debug.Log($"[PingClick] {name} 是最后一个 ping,所有边框已重新激活!");
|
||||
}
|
||||
Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing?.name}");
|
||||
|
||||
if (nextPing != null) Debug.Log($"[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);
|
||||
}
|
||||
@@ -124,7 +131,27 @@ public class PingClickHandler : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void ReEnableBorder() { _isBlinking = true; if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }
|
||||
public void ReEnableBorder()
|
||||
{
|
||||
// 如果它已经被隐藏(包扎完毕),则不应该重新激活边框!
|
||||
var col = GetComponent<Collider>();
|
||||
if (col != null && !col.enabled) return;
|
||||
|
||||
_isBlinking = 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()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user