fix: resolve Next/Previous step and UI skipping bugs
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@@ -6,6 +6,9 @@ public class PingClickHandler : MonoBehaviour
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public int pingIndex;
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private MeshRenderer _modelRenderer, _outlineMesh;
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private bool _modelShown;
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private bool _isBlinking;
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public bool CanBeClicked() { return _isBlinking; }
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void OnEnable()
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{
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@@ -15,6 +18,7 @@ public class PingClickHandler : MonoBehaviour
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if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
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CreateOutlineMesh();
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_modelShown = false;
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_isBlinking = true;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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@@ -30,10 +34,11 @@ public class PingClickHandler : MonoBehaviour
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var mat = new Material(shader);
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mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f));
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mat.SetColor("_MainColor", new Color(0, 0, 0, 0));
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float s = transform.lossyScale.magnitude / Mathf.Sqrt(3);
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mat.SetFloat("_OutlineWidth", s > 0.001f ? OutlineConfig.Width / s : OutlineConfig.Width);
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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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// 稍微往上偏移一点点,防止边框插进地里
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go.transform.position += Vector3.up * 0.05f;
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go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
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_outlineMesh = go.AddComponent<MeshRenderer>();
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_outlineMesh.material = mat;
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@@ -47,6 +52,11 @@ public class PingClickHandler : MonoBehaviour
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}
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void OnMouseDown()
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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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foreach (var c in Object.FindObjectsOfType<Camera>())
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{
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@@ -58,11 +68,23 @@ public class PingClickHandler : MonoBehaviour
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if (!_modelShown)
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{
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_modelShown = true;
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_isBlinking = false;
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StopAllCoroutines();
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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if (nextPing != null) nextPing.SetActive(true);
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else
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{
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// 如果 nextPing 是 null,说明我是最后一个 ping(也就是 ping.001)
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// 此时所有的 ping 都已经显示了模型,进入阶段二:重新点亮所有的 ping 边框
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var allPings = Object.FindObjectsOfType<PingClickHandler>();
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foreach (var p in allPings)
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{
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p.ReEnableBorder();
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}
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Debug.Log($"[PingClick] {name} 是最后一个 ping,所有边框已重新激活!");
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}
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Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing?.name}");
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, false);
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@@ -73,10 +95,51 @@ public class PingClickHandler : MonoBehaviour
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gameObject.SetActive(false);
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, true);
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// 判断是否是真正的最后一步:检查所有的 PingClickHandler,看是否还有 activeInHierarchy 的。
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// 注意当前 gameObject 刚刚被 SetActive(false),所以 FindObjectsOfType 获取不到当前的对象了。
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var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
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int activePingCount = 0;
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foreach (var p in remainingPings)
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{
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if (p.gameObject.activeInHierarchy) activePingCount++;
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}
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if (activePingCount == 0)
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{
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Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。");
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var am = FindObjectOfType<AudioManager>();
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if (am != null)
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{
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#if UNITY_EDITOR
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var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/people/伤员一切正常,包扎完毕.mp3");
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if (finishClip != null) am.PlayVoice(finishClip);
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#endif
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}
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}
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}
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}
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public void ReEnableBorder() { if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }
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public void UndoSecondClick() {}
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public void ReEnableBorder() { _isBlinking = true; if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }
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public void UndoSecondClick()
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{
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gameObject.SetActive(true);
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_modelShown = true;
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
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if (_outlineMesh != null) _outlineMesh.enabled = false;
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}
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public void UndoShow() { gameObject.SetActive(false); }
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public void ResetState()
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{
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_modelShown = false;
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_isBlinking = true;
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if (_modelRenderer != null) _modelRenderer.enabled = false;
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// 隐藏自身模型
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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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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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}
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