Fix: disable camera switch on Shose click + prevent ping double-trigger with 2-frame cooldown

This commit is contained in:
yangbear
2026-07-12 05:52:29 +08:00
parent e80f52875a
commit 5d669b4429
2 changed files with 15 additions and 8 deletions
+13 -6
View File
@@ -11,10 +11,15 @@ public class PingClickHandler : MonoBehaviour
// 静态变量,记录上一帧被点击的帧号,防止同一帧内多个 Ping 发生连锁反应
private static int _lastClickedFrame = -1;
// 新生成的 ping 在激活后的前2帧不允许被点击,防止被射线立刻打中
private int _enabledFrame = -1;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
_enabledFrame = Time.frameCount; // 记录被激活的帧号
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
@@ -31,13 +36,10 @@ public class PingClickHandler : MonoBehaviour
var sphere = GetComponent<SphereCollider>();
if (sphere == null) sphere = gameObject.AddComponent<SphereCollider>();
// 核心修复:真实世界半径设定
// 我们希望在 3D 世界里,这个点击热区的半径大约是 0.15 米(不大不小正好点击)
// 因为你的模型 lossyScale 达到了 100,所以局部 radius 必须除以 100 = 0.0015
float maxScale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z));
if (maxScale < 0.001f) maxScale = 1f;
sphere.radius = 0.2f / maxScale; // 绝对保证世界半径是 0.2 米!不互相干涉
sphere.radius = 0.15f / maxScale; // 缩小到 0.15 米,防止多个 ping 碰撞体重叠
sphere.center = Vector3.zero;
sphere.isTrigger = false;
sphere.enabled = true;
@@ -82,8 +84,11 @@ public class PingClickHandler : MonoBehaviour
{
if (!_isBlinking) return;
// 解决 "一键点出多个" 的 BUG同一帧只能有一个物体被点中!
// 同一帧只能有一个 ping 被触发
if (Time.frameCount == _lastClickedFrame) return;
// 刚被激活的前2帧不允许被点击(防止 nextPing 被立即触发)
if (Time.frameCount - _enabledFrame < 2) return;
foreach (var c in Camera.allCameras)
{
@@ -96,7 +101,8 @@ public class PingClickHandler : MonoBehaviour
if (hit.collider != null && hit.collider.gameObject == gameObject)
{
Debug.Log($"[PingClick] Update手动射线贯穿点中 (使用相机: {c.name}): {name}");
_lastClickedFrame = Time.frameCount; // 锁定这一帧,别的 ping 不准再触发
_lastClickedFrame = Time.frameCount;
_isBlinking = false;
PerformClick();
return;
}
@@ -188,6 +194,7 @@ public class PingClickHandler : MonoBehaviour
}
_isBlinking = true;
_enabledFrame = Time.frameCount; // 重新激活时也要保护2帧
if (col != null) col.enabled = true;
if (_outlineMesh != null)