Fix duplicate voice playback on Ping completion and add EndPanel integration
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@@ -13,16 +13,46 @@ public class PingClickHandler : MonoBehaviour
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// 实例变量,记录自己被启用(或重新闪烁)的那一帧
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private int _enableFrame = -1;
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// 添加一个全局静态标志位,记录“语音是否已经被播放过了”,防止重复播放
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private static bool _hasPlayedFinishVoice = false;
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public bool CanBeClicked() { return _isBlinking; }
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void OnEnable()
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{
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_enableFrame = Time.frameCount;
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// 每次重新启用时(如果是第一轮的第一步),重置语音播放标志位
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// 通过判断是否是第一轮的第一个 ping,或者直接在第一轮就重置
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if (name == "ping.004" && !_modelShown)
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{
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_hasPlayedFinishVoice = false;
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}
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_modelRenderer = GetComponent<MeshRenderer>();
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if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
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foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
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var colliders = GetComponents<Collider>();
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foreach (var c in colliders)
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{
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if (c is BoxCollider || c is CapsuleCollider)
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{
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Destroy(c);
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}
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}
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var sphere = GetComponent<SphereCollider>();
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if (sphere == null) sphere = gameObject.AddComponent<SphereCollider>();
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float maxScale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z));
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if (maxScale < 0.001f) maxScale = 1f;
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sphere.radius = 0.15f / maxScale;
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sphere.center = Vector3.zero;
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sphere.isTrigger = false;
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sphere.enabled = true;
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CreateOutlineMesh();
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_modelShown = false;
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_isBlinking = true;
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@@ -59,22 +89,16 @@ public class PingClickHandler : MonoBehaviour
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void Update()
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{
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// 只检测正在闪烁的 ping
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if (!_isBlinking) return;
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if (!Input.GetMouseButtonDown(0)) return;
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// 防御 1:防止刚被激活的同一帧内立刻触发(比如点击鞋子的一瞬间 ping.004 被激活,此时鼠标左键按下状态依然为 true)
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if (Time.frameCount == _enableFrame) return;
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// 防御 2:防止同一帧内有多个 ping 同时触发(执行顺序导致的状态延迟问题)
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if (Time.frameCount == _lastClickedFrame) return;
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// 如果点在 UI 上,不处理
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if (UnityEngine.EventSystems.EventSystem.current != null &&
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UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
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return;
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// 找到当前渲染画面的相机
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Camera activeCamera = null;
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foreach (var c in Camera.allCameras)
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{
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@@ -85,14 +109,12 @@ public class PingClickHandler : MonoBehaviour
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}
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if (activeCamera == null) return;
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// 计算自己到鼠标的屏幕距离
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Vector3 screenPos = activeCamera.WorldToScreenPoint(transform.position);
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if (screenPos.z < 0) return; // 在相机背后
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if (screenPos.z < 0) return;
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Vector2 mousePos = Input.mousePosition;
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float myDist = Vector2.Distance(mousePos, new Vector2(screenPos.x, screenPos.y));
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// 检查是否有其他正在闪烁的 ping 比我更近
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var allHandlers = FindObjectsOfType<PingClickHandler>();
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foreach (var h in allHandlers)
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{
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@@ -104,14 +126,13 @@ public class PingClickHandler : MonoBehaviour
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if (otherScreen.z < 0) continue;
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float otherDist = Vector2.Distance(mousePos, new Vector2(otherScreen.x, otherScreen.y));
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if (otherDist < myDist) return; // 别人比我更近,让别人处理
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if (otherDist < myDist) return;
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}
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// 我是离鼠标最近的闪烁中的 ping!
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if (myDist < 120f) // 稍微放宽一点阈值,120像素内都算点中
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if (myDist < 120f)
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{
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Debug.Log($"[PingClick] 屏幕坐标命中: {name} (距离={myDist:F1}px)");
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_lastClickedFrame = Time.frameCount; // 锁定当前帧,其他 ping 不准再触发
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_lastClickedFrame = Time.frameCount;
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_isBlinking = false;
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PerformClick();
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}
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@@ -166,23 +187,29 @@ public class PingClickHandler : MonoBehaviour
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if (p.gameObject.activeInHierarchy && (p._isBlinking || p._modelShown))
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remaining++;
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}
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// 自己刚刚 HideSelf 了,如果没有其他活跃的 ping 了
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if (remaining <= 1)
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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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// 彻底修复:使用静态标志位锁定播放动作,这一轮绝不会播两次
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if (!_hasPlayedFinishVoice)
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{
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_hasPlayedFinishVoice = true;
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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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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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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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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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uiMgr.ShowEndPanel(); // 调用显示结束面板
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}
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}
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}
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}
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@@ -198,7 +225,7 @@ public class PingClickHandler : MonoBehaviour
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}
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_isBlinking = true;
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_enableFrame = Time.frameCount; // 防止重置瞬间被点中
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_enableFrame = Time.frameCount;
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if (_outlineMesh != null)
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{
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@@ -221,7 +248,11 @@ public class PingClickHandler : MonoBehaviour
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ShowSelf();
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_modelShown = true;
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_isBlinking = true;
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_enableFrame = Time.frameCount; // 防止重置瞬间被点中
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_enableFrame = Time.frameCount;
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// 撤销的时候,把语音锁打开,以便能够重新播放
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_hasPlayedFinishVoice = 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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@@ -254,7 +285,10 @@ public class PingClickHandler : MonoBehaviour
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{
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_modelShown = false;
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_isBlinking = true;
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_enableFrame = Time.frameCount; // 防止重置瞬间被点中
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_enableFrame = Time.frameCount;
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_hasPlayedFinishVoice = false;
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if (_modelRenderer != null) _modelRenderer.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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