diff --git a/Assets/Scripts/Interaction/PingClickHandler.cs b/Assets/Scripts/Interaction/PingClickHandler.cs
index 55437d3..9c1eb32 100644
--- a/Assets/Scripts/Interaction/PingClickHandler.cs
+++ b/Assets/Scripts/Interaction/PingClickHandler.cs
@@ -1,21 +1,21 @@
using UnityEngine;
///
-/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
-/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
-/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
-/// 点击通知 StepManager 记录步骤。
+/// 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。
///
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject;
public GameObject nextPing;
- public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
+ public int pingIndex;
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
- private static int _firstClickCount = 0;
private bool _clickedOnce;
+ private static int _firstClickCount = 0;
void Start()
{
@@ -29,7 +29,7 @@ public class PingClickHandler : MonoBehaviour
{
_meshRenderer = GetComponent();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren();
- if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
+ if (_meshRenderer != null) _meshRenderer.enabled = false;
CreateBlueOutline();
_clickedOnce = false;
StopAllCoroutines();
@@ -68,15 +68,31 @@ public class PingClickHandler : MonoBehaviour
{
while (true)
{
- if (_outlineRenderer != null)
- _outlineRenderer.enabled = !_outlineRenderer.enabled;
+ if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
void OnMouseDown()
{
- // 阶段 0:4个ping依次首次点击(只显示模型)
+ // touchArray 优先:如果同时命中 touchArray point,跳过
+ bool blocked = false;
+ var allCams = Object.FindObjectsOfType();
+ 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;
@@ -85,13 +101,12 @@ public class PingClickHandler : MonoBehaviour
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
- // 激活下个 ping
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();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
- // 阶段 1:4个全部首次点击后,第二击显示chanrao
+ // 阶段1: 全部显示后第二击显示chanrao
else
{
if (!_clickedOnce) return;
@@ -106,7 +121,6 @@ public class PingClickHandler : MonoBehaviour
}
}
- /// 上一步撤销:恢复到first-click状态
public void UndoSecondClick()
{
if (!_clickedOnce) return;
@@ -118,9 +132,5 @@ public class PingClickHandler : MonoBehaviour
StartCoroutine(BlinkOutline());
}
- /// 上一步撤销:隐藏自己,恢复前一个ping
- public void UndoShow()
- {
- gameObject.SetActive(false);
- }
+ public void UndoShow() { gameObject.SetActive(false); }
}