fix: replace isBlinking logic with proper isFinished state to fix Ping first-click advancing

This commit is contained in:
yangbear
2026-07-09 03:51:55 +08:00
parent 14b03b5859
commit a9d97d4b17
4 changed files with 28 additions and 14 deletions
@@ -4,15 +4,16 @@ public class ChanraoTuibuHandler : MonoBehaviour
{
public GameObject nextObject;
private MeshRenderer _outlineMesh;
private bool _isBlinking;
private float _lastClickTime;
private bool _isFinished;
public bool CanBeClicked() { return _isBlinking; }
public bool CanBeClicked() { return !_isFinished; }
void OnEnable()
{
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false; CreateOutlineMesh();
_isBlinking = true;
_isFinished = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
Debug.Log($"[ChanraoTuibu] OnEnable outline={_outlineMesh!=null}");
@@ -63,10 +64,13 @@ public class ChanraoTuibuHandler : MonoBehaviour
public void PerformClick()
{
if (!_isBlinking) return; // 防止重复点击
if (Time.time - _lastClickTime < 0.3f) return; // 防止重复点击
_lastClickTime = Time.time;
if (_isFinished) return;
Debug.Log($"[ChanraoTuibu] {name} 被点击");
ActionHistory.Push(ActionHistory.ActionType.ChanraoTuibu, this);
_isBlinking = false;
_isFinished = true;
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = true;
@@ -90,7 +94,7 @@ public class ChanraoTuibuHandler : MonoBehaviour
public void ResetState()
{
_isBlinking = true;
_isFinished = false;
var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = false;
var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
+11 -8
View File
@@ -6,9 +6,10 @@ public class PingClickHandler : MonoBehaviour
public int pingIndex;
private MeshRenderer _modelRenderer, _outlineMesh;
private bool _modelShown;
private bool _isBlinking;
private float _lastClickTime;
private bool _isFinished;
public bool CanBeClicked() { return _isBlinking; }
public bool CanBeClicked() { return !_isFinished; }
void OnEnable()
{
@@ -18,7 +19,7 @@ public class PingClickHandler : MonoBehaviour
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
CreateOutlineMesh();
_modelShown = false;
_isBlinking = true;
_isFinished = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
@@ -58,7 +59,10 @@ public class PingClickHandler : MonoBehaviour
public void PerformClick()
{
if (!_isBlinking) return; // 防止重复点
if (Time.time - _lastClickTime < 0.3f) return; // 防
_lastClickTime = Time.time;
if (_isFinished) return;
foreach (var c in Object.FindObjectsOfType<Camera>())
{
if (!c.enabled) continue;
@@ -69,7 +73,6 @@ public class PingClickHandler : MonoBehaviour
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
@@ -129,7 +132,7 @@ public class PingClickHandler : MonoBehaviour
if (chanraoObject != null) chanraoObject.SetActive(false);
ShowSelf();
_modelShown = true;
_isBlinking = false;
_isFinished = false;
}
public void UndoShow() { HideSelf(); }
@@ -137,7 +140,7 @@ public class PingClickHandler : MonoBehaviour
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
_isBlinking = false;
_isFinished = true;
StopAllCoroutines();
}
@@ -151,7 +154,7 @@ public class PingClickHandler : MonoBehaviour
public void ResetState()
{
_modelShown = false;
_isBlinking = true;
_isFinished = false;
if (_modelRenderer != null) _modelRenderer.enabled = false;
// 隐藏自身模型
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
@@ -6,6 +6,7 @@ public class ShoseClickHandler : MonoBehaviour
public Transform targetPoint;
private MeshRenderer _outlineMesh;
private bool _clicked;
private float _lastClickTime;
public bool CanBeClicked() { return !_clicked; }
@@ -76,6 +77,8 @@ public class ShoseClickHandler : MonoBehaviour
public void PerformClick()
{
if (Time.time - _lastClickTime < 0.3f) return;
_lastClickTime = Time.time;
if (_clicked) return;
_clicked = true;
Debug.Log("[ShoseClick] ★ 被点击 ★");
@@ -10,6 +10,7 @@ public class TouchPositionHandler : MonoBehaviour
public GameObject womanObject;
public GameObject nextTouchObject;
public AudioClip voiceClip;
private float _lastClickTime;
private MeshRenderer _meshRenderer;
@@ -59,6 +60,9 @@ public class TouchPositionHandler : MonoBehaviour
private void OnMouseDown()
{
if (_meshRenderer == null || !_meshRenderer.enabled) return; // 防止重复点击
if (Time.time - _lastClickTime < 0.3f) return;
_lastClickTime = Time.time;
Debug.Log($"[TouchPosition] {name}: 被点击");
if (womanObject != null && targetPosition != null)