fix: PingClickHandler重建+touchArray优先级+确认无缓入代码
- PingClickHandler.OnMouseDown开头Physics.RaycastAll检查touchArray优先 - 删除重建避免多次替换导致的括号不平衡 - AudioManager确认无fade/缓入代码,音频直接播放
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@@ -1,21 +1,21 @@
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using UnityEngine;
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/// <summary>
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/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
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/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
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/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
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/// 点击通知 StepManager 记录步骤。
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/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两阶段点击:
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/// 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)
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/// 阶段1: 点击ping显示对应chanrao并隐藏自己
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/// touchArray 点击优先级更高。
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/// </summary>
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public class PingClickHandler : MonoBehaviour
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{
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public GameObject chanraoObject;
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public GameObject nextPing;
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public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
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public int pingIndex;
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private MeshRenderer _meshRenderer;
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private LineRenderer _outlineRenderer;
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private static int _firstClickCount = 0;
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private bool _clickedOnce;
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private static int _firstClickCount = 0;
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void Start()
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{
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@@ -29,7 +29,7 @@ public class PingClickHandler : MonoBehaviour
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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CreateBlueOutline();
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_clickedOnce = false;
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StopAllCoroutines();
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@@ -68,15 +68,31 @@ public class PingClickHandler : MonoBehaviour
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{
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while (true)
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{
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if (_outlineRenderer != null)
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_outlineRenderer.enabled = !_outlineRenderer.enabled;
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if (_outlineRenderer != null) _outlineRenderer.enabled = !_outlineRenderer.enabled;
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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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// 阶段 0:4个ping依次首次点击(只显示模型)
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// touchArray 优先:如果同时命中 touchArray point,跳过
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bool blocked = false;
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var allCams = Object.FindObjectsOfType<Camera>();
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foreach (var c in allCams)
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{
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if (!c.enabled) continue;
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var r = c.ScreenPointToRay(Input.mousePosition);
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foreach (var h in Physics.RaycastAll(r))
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{
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if (h.collider != null && h.collider.transform.parent != null
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&& h.collider.transform.parent.name == "touchArray")
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{ blocked = true; break; }
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}
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if (blocked) break;
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}
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if (blocked) return;
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// 阶段0: 依次首次点击4个ping
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if (_firstClickCount < 4)
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{
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if (_clickedOnce) return;
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@@ -85,13 +101,12 @@ public class PingClickHandler : MonoBehaviour
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = true;
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// 激活下个 ping
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if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); }
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Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, false);
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}
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// 阶段 1:4个全部首次点击后,第二击显示chanrao
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// 阶段1: 全部显示后第二击显示chanrao
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else
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{
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if (!_clickedOnce) return;
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@@ -106,7 +121,6 @@ public class PingClickHandler : MonoBehaviour
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}
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}
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/// <summary>上一步撤销:恢复到first-click状态</summary>
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public void UndoSecondClick()
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{
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if (!_clickedOnce) return;
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@@ -118,9 +132,5 @@ public class PingClickHandler : MonoBehaviour
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StartCoroutine(BlinkOutline());
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}
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/// <summary>上一步撤销:隐藏自己,恢复前一个ping</summary>
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public void UndoShow()
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{
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gameObject.SetActive(false);
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}
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public void UndoShow() { gameObject.SetActive(false); }
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}
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