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
This commit is contained in:
yangbear
2026-07-03 00:59:20 +08:00
parent 9deb4a68e1
commit 6650540dde
+28 -18
View File
@@ -1,21 +1,21 @@
using UnityEngine;
/// <summary>
/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两点击:
/// 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; // 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<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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<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;
@@ -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<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
// 阶段 14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
}
}
/// <summary>上一步撤销:恢复到first-click状态</summary>
public void UndoSecondClick()
{
if (!_clickedOnce) return;
@@ -118,9 +132,5 @@ public class PingClickHandler : MonoBehaviour
StartCoroutine(BlinkOutline());
}
/// <summary>上一步撤销:隐藏自己,恢复前一个ping</summary>
public void UndoShow()
{
gameObject.SetActive(false);
}
public void UndoShow() { gameObject.SetActive(false); }
}