fix: replace isBlinking logic with proper isFinished state to fix Ping first-click advancing
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@@ -6,9 +6,10 @@ 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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private float _lastClickTime;
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private bool _isFinished;
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public bool CanBeClicked() { return _isBlinking; }
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public bool CanBeClicked() { return !_isFinished; }
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void OnEnable()
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{
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@@ -18,7 +19,7 @@ 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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_isFinished = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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@@ -58,7 +59,10 @@ public class PingClickHandler : MonoBehaviour
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public void PerformClick()
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{
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if (!_isBlinking) return; // 防止重复点击
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if (Time.time - _lastClickTime < 0.3f) return; // 防连击
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_lastClickTime = Time.time;
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if (_isFinished) return;
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foreach (var c in Object.FindObjectsOfType<Camera>())
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{
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if (!c.enabled) continue;
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@@ -69,7 +73,6 @@ 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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ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
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StopAllCoroutines();
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if (_modelRenderer != null) _modelRenderer.enabled = true;
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@@ -129,7 +132,7 @@ public class PingClickHandler : MonoBehaviour
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if (chanraoObject != null) chanraoObject.SetActive(false);
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ShowSelf();
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_modelShown = true;
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_isBlinking = false;
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_isFinished = false;
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}
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public void UndoShow() { HideSelf(); }
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@@ -137,7 +140,7 @@ public class PingClickHandler : MonoBehaviour
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{
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
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_isBlinking = false;
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_isFinished = true;
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StopAllCoroutines();
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}
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@@ -151,7 +154,7 @@ public class PingClickHandler : MonoBehaviour
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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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_isFinished = false;
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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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