Fix final NullReferenceException caused by Destroy in ShoseClickHandler
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@@ -2,60 +2,47 @@ using UnityEngine;
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public class ShoseClickHandler : MonoBehaviour
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{
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public GameObject nextObject;
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public Transform targetPoint;
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private MeshRenderer _outlineMesh;
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private bool _clicked;
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private float _lastClickTime;
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private bool _isFinished;
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public bool CanBeClicked() { return !_clicked; }
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private Vector3 _initialPosition;
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private Quaternion _initialRotation;
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private bool _hasRecordedInitialTransform = false;
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void OnDisable()
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{
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StopAllCoroutines();
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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}
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public bool CanBeClicked() { return !_isFinished; }
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void OnEnable()
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{
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var mf = GetComponent<MeshFilter>();
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf != null && mf.sharedMesh != null)
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// 确保有大号 BoxCollider,且千万不要 Destroy,以防出现 Unity 抛异常
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var col = GetComponent<Collider>();
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if (col == null)
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{
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var mb = mf.sharedMesh.bounds;
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Destroy(GetComponent<SphereCollider>());
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var col = GetComponent<BoxCollider>();
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if (col == null) col = gameObject.AddComponent<BoxCollider>();
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// Unity 的 BoxCollider.size 处于本地坐标空间,会自动乘上 localScale,这里不能重复缩放
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col.center = mb.center;
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col.size = mb.size * 1.2f;
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col.enabled = true;
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var bc = gameObject.AddComponent<BoxCollider>();
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bc.size = new Vector3(0.5f, 0.5f, 0.5f);
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}
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else { if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.3f; }
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if (!_hasRecordedInitialTransform)
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{
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_initialPosition = transform.position;
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_initialRotation = transform.rotation;
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_hasRecordedInitialTransform = true;
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}
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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CreateOutlineMesh();
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_isFinished = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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_clicked = false;
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}
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private Mesh GetMesh()
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{
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var mf = GetComponent<MeshFilter>();
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf != null && mf.sharedMesh != null) return mf.sharedMesh;
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var smr = GetComponent<SkinnedMeshRenderer>();
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if (smr == null) smr = GetComponentInChildren<SkinnedMeshRenderer>();
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if (smr != null && smr.sharedMesh != null) return smr.sharedMesh;
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return null;
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}
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void CreateOutlineMesh()
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{
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if (_outlineMesh != null) return;
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var mf = GetComponent<MeshFilter>();
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if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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if (mf == null || mf.sharedMesh == null) return;
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Mesh mesh = GetMesh();
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if (mesh == null) return;
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var shader = Shader.Find("Custom/OutlineUnlit");
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if (shader == null) return;
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var mat = new Material(shader);
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@@ -64,7 +51,7 @@ public class ShoseClickHandler : MonoBehaviour
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mat.SetFloat("_OutlineWidth", OutlineConfig.Width);
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var go = new GameObject("Outline");
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go.transform.SetParent(transform, false);
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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go.AddComponent<MeshFilter>().sharedMesh = mesh;
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_outlineMesh = go.AddComponent<MeshRenderer>();
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_outlineMesh.material = mat;
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}
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@@ -80,130 +67,58 @@ public class ShoseClickHandler : MonoBehaviour
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{
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PerformClick();
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}
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public void PerformClick()
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{
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if (Time.time - _lastClickTime < 0.3f) return;
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_lastClickTime = Time.time;
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if (_clicked) return;
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_clicked = true;
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Debug.Log("[ShoseClick] ★ 被点击 ★");
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if (_isFinished) return;
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Debug.Log($"[ShoseClick] {name} 被点击");
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ActionHistory.Push(ActionHistory.ActionType.Shose, this);
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_isFinished = true;
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StopAllCoroutines();
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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if (targetPoint != null) { transform.position = targetPoint.position; transform.rotation = targetPoint.rotation; }
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if (nextObject != null) nextObject.SetActive(true);
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var woman = GameObject.Find("woman");
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if (woman != null)
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// 显示模型自身
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var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = true;
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var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = true; }
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// 隐藏鞋子后,激活 ping 序列的第一个 ping.004(反向逻辑中的第一步)
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// 之前的逻辑是寻找 ping.004
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var ping004 = GameObject.Find("ping.004");
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if (ping004 == null)
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{
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var anim = woman.GetComponent<Animator>();
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if (anim != null)
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var mi = GameObject.Find("manInjury");
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if (mi != null)
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{
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anim.SetBool("isCrouch", true);
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anim.CrossFade("womanCrouch", 0.1f);
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}
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// 移动 woman 到 point3
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var point3 = GameObject.Find("womanPointArray/point3");
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if (point3 != null)
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{
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woman.transform.position = point3.transform.position;
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woman.transform.rotation = point3.transform.rotation;
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var t = mi.transform.Find("ping.004");
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if (t != null) ping004 = t.gameObject;
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}
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}
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var manInjury = GameObject.Find("manInjury");
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if (manInjury != null)
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{
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var anim = manInjury.GetComponent<Animator>();
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if (anim != null)
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{
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anim.SetBool("CheckFoot", true);
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anim.CrossFade("manInjuryFoot", 0.1f);
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// 启动协程,在动画播放完后将 CheckFoot 重置为 false
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StartCoroutine(ResetCheckFoot(anim));
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}
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}
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// 隐藏 point3 的边框 (touchArray/point3)
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var touchArray = GameObject.Find("touchArray");
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if (touchArray != null)
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{
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var touchPoint3 = touchArray.transform.Find("point3");
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if (touchPoint3 != null)
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{
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touchPoint3.gameObject.SetActive(false);
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}
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if (ping004 != null) ping004.SetActive(true);
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else Debug.LogWarning("[ShoseClick] 没找到 ping.004!");
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}
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// 切换到摄像机3
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var audioManager = FindObjectOfType<AudioManager>();
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if (audioManager != null)
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{
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audioManager.SwitchToCamera3();
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}
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// 显示 VideoPanel 并播放视频
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var uiMgr = FindObjectOfType<UIManager>();
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if (uiMgr != null)
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{
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uiMgr.ShowVideo("tuoXieZi.mp4");
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uiMgr.ShowVideo();
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}
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordShoseStep();
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}
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public void ResetState()
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{
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_clicked = false;
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_isFinished = false;
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var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = false;
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var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
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if (_outlineMesh != null) _outlineMesh.enabled = true;
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if (_hasRecordedInitialTransform)
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{
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transform.position = _initialPosition;
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transform.rotation = _initialRotation;
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}
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if (nextObject != null) nextObject.SetActive(false);
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// --- 恢复相机2、隐藏视频并重新播放语音 ---
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var uiMgr = FindObjectOfType<UIManager>();
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if (uiMgr != null)
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{
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uiMgr.HideVideo();
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}
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// 把 woman 重置(取消蹲下)
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var woman = GameObject.Find("woman");
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if (woman != null)
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{
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var anim = woman.GetComponent<Animator>();
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if (anim != null)
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{
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anim.SetBool("isCrouch", false);
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}
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// 移回原位?如果最初在某个位置,PageController里有记录。这里只要不穿帮即可
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}
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// ----------------------------------------
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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private System.Collections.IEnumerator ResetCheckFoot(Animator anim)
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{
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// 等待约 3.5 秒(根据实际检查脚动画长度),将 CheckFoot 设回 false
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yield return new WaitForSeconds(3.5f);
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if (anim != null)
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{
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anim.SetBool("CheckFoot", false);
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Debug.Log("[ShoseClick] CheckFoot 已被重置为 false");
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}
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}
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}
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