feat: ping两步点击+蓝色描边+StepManager步骤追踪
PingClickHandler: - 蓝色圆环闪烁描边 - 第一点击: 停止闪烁显示模型 - 第二点击: 显示chanrao隐藏自己激活下个ping - UndoSecondClick/UndoShow 支持撤销 StepManager: - 新增PingStepPrevious/PingStepNext/RecordPingStep - PreviousStep/NextStep ping步优先于woman步 - InitPingSteps初始化ping/chanrao引用
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@@ -125,15 +125,98 @@ public class StepManager : MonoBehaviour
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public void NextStep()
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{
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// Woman 自由步进优先
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if (_pingObjects != null && _pingObjects.Length > 0 && _pingStepIndex < _pingMaxStep) { PingStepNext(); return; }
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if (_womanObject != null && _womanPositions != null) { WomanStepNext(); return; }
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if (_activeSteps == null) return;
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if (_currentStepIndex >= _activeSteps.Length - 1) { CompleteExperiment(); return; }
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GoToStep(_currentStepIndex + 1);
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}
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public void PreviousStep()
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private void PingStepPrevious()
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{
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if (_pingStepIndex <= 0) return;
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int idx = (_pingStepIndex - 1) / 2; // ping index (0-3, mapping to 004-001)
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bool wasSecond = (_pingStepIndex - 1) % 2 == 1; // true if was second click
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if (wasSecond)
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{
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// Undo second click: hide chanrao, restore ping to first-click state
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if (_chanraoObjects != null && idx < _chanraoObjects.Length && _chanraoObjects[idx] != null)
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_chanraoObjects[idx].SetActive(false);
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if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
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{
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var h = _pingObjects[idx].GetComponent<PingClickHandler>();
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if (h != null) h.UndoSecondClick();
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}
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}
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else
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{
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// Undo first click: hide current ping, show previous ping (if any)
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if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
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{
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var h = _pingObjects[idx].GetComponent<PingClickHandler>();
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if (h != null) h.UndoShow();
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}
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// If going back to start, show ping.004
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if (idx == 0 && _pingObjects != null && _pingObjects.Length > 0 && _pingObjects[0] != null)
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_pingObjects[0].SetActive(true);
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}
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_pingStepIndex--;
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Debug.Log($"StepManager: Ping撤销 -> {_pingStepIndex}");
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OnStepChanged?.Invoke(_pingStepIndex);
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}
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private void PingStepNext()
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{
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if (_pingStepIndex >= _pingMaxStep) return;
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int idx = _pingStepIndex / 2;
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bool isSecond = _pingStepIndex % 2 == 1;
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if (!isSecond)
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{
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// Advance to first click: ensure ping is visible and in first-click state
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if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
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{
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var ping = _pingObjects[idx];
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ping.SetActive(true);
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var h = ping.GetComponent<PingClickHandler>();
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if (h != null)
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{
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h.UndoSecondClick(); // Reset to first-click state
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// Trigger first click via reflection/method
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}
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}
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}
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else
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{
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// Advance to second click: show chanrao
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if (_chanraoObjects != null && idx < _chanraoObjects.Length && _chanraoObjects[idx] != null)
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_chanraoObjects[idx].SetActive(true);
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if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
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{
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var h = _pingObjects[idx].GetComponent<PingClickHandler>();
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if (h != null) h.UndoShow();
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}
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// Show next ping for first click
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if (idx + 1 < 4 && _pingObjects != null && _pingObjects[idx+1] != null)
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_pingObjects[idx+1].SetActive(true);
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}
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_pingStepIndex++;
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Debug.Log($"StepManager: Ping前进 -> {_pingStepIndex}");
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OnStepChanged?.Invoke(_pingStepIndex);
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}
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public void RecordPingStep(int pingIndex, bool secondClick)
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{
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_pingStepIndex = pingIndex * 2 + (secondClick ? 2 : 1);
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Debug.Log($"StepManager: Ping步进 -> {_pingStepIndex} (ping{pingIndex} second={secondClick})");
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OnStepChanged?.Invoke(_pingStepIndex);
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}
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public public void PreviousStep()
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{
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// Woman 自由步进优先
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if (_pingObjects != null && _pingObjects.Length > 0 && _pingStepIndex > 0) { PingStepPrevious(); return; }
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if (_womanObject != null && _womanPositions != null) { WomanStepPrevious(); return; }
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if (_activeSteps == null) return;
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if (_currentStepIndex <= 0) return;
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@@ -201,6 +284,25 @@ public class StepManager : MonoBehaviour
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Debug.Log($"StepManager: Woman步进已初始化, 共{_womanMaxStep}个位置");
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}
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public void InitPingSteps()
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{
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var mi = GameObject.Find("manInjury");
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if (mi == null) return;
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_pingObjects = new GameObject[4];
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_chanraoObjects = new GameObject[4];
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for (int i = 1; i <= 4; i++)
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{
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string pn = "ping." + i.ToString("D3");
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string cn = "chanrao." + i.ToString("D3");
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var pt = mi.transform.Find(pn);
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var ct = mi.transform.Find(cn);
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if (pt != null) _pingObjects[i-1] = pt.gameObject;
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if (ct != null) _chanraoObjects[i-1] = ct.gameObject;
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}
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_pingStepIndex = 0;
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Debug.Log("StepManager: Ping步进已初始化");
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}
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public void RecordWomanStep(int newStepIndex) { _womanStepIndex = Mathf.Clamp(newStepIndex, 0, _womanMaxStep); Debug.Log($"StepManager: Woman步进 -> {_womanStepIndex}"); OnStepChanged?.Invoke(_womanStepIndex); }
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private void WomanStepPrevious()
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@@ -267,6 +369,10 @@ public class StepManager : MonoBehaviour
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private int _womanMaxStep = 3;
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private Transform[] _womanPositions;
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private GameObject[] _touchPoints;
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private GameObject[] _pingObjects;
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private GameObject[] _chanraoObjects;
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private int _pingStepIndex = 0;
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private int _pingMaxStep = 8; // 4 pings × 2 clicks each
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private Vector3 _womanInitPos;
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@@ -1,20 +1,26 @@
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using UnityEngine;
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/// <summary>
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/// 挂在每个 ping 对象上。带蓝色闪烁描边,点击后显示对应 chanrao 并隐藏自己。
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/// 从 ping.004 开始作为第一个(reverse order)。
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/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
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/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
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/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
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/// 点击通知 StepManager 记录步骤。
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/// </summary>
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public class PingClickHandler : MonoBehaviour
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{
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public GameObject chanraoObject;
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public GameObject nextPing;
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public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
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private MeshRenderer _meshRenderer;
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private LineRenderer _outlineRenderer;
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private bool _clickedOnce;
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void Start()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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CreateBlueOutline();
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StartCoroutine(BlinkOutline());
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}
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@@ -22,39 +28,102 @@ public class PingClickHandler : MonoBehaviour
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
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CreateBlueOutline();
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_clickedOnce = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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void CreateBlueOutline()
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{
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if (_outlineRenderer != null) return;
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var ringGo = new GameObject("BlueRing");
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ringGo.transform.SetParent(transform, false);
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ringGo.transform.localPosition = Vector3.zero;
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ringGo.transform.localRotation = Quaternion.Euler(90f, 0, 0);
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_outlineRenderer = ringGo.AddComponent<LineRenderer>();
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_outlineRenderer.useWorldSpace = false;
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_outlineRenderer.loop = true;
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_outlineRenderer.startWidth = 0.04f;
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_outlineRenderer.endWidth = 0.04f;
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_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
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_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
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float r = 0.25f;
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int segs = 32;
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_outlineRenderer.positionCount = segs;
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for (int i = 0; i < segs; i++)
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{
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float a = i * 2f * Mathf.PI / segs;
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_outlineRenderer.SetPosition(i, new Vector3(Mathf.Cos(a) * r, Mathf.Sin(a) * r, 0));
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}
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}
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System.Collections.IEnumerator BlinkOutline()
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{
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while (true)
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{
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if (_meshRenderer != null)
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_meshRenderer.enabled = !_meshRenderer.enabled;
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if (_outlineRenderer != null)
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_outlineRenderer.enabled = !_outlineRenderer.enabled;
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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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Debug.Log($"[PingClick] {name} 被点击");
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if (chanraoObject != null)
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if (!_clickedOnce)
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{
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chanraoObject.SetActive(true);
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Debug.Log($"[PingClick] {chanraoObject.name} 已显示");
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// 第一次点击:停止闪烁,显示模型
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_clickedOnce = true;
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = true;
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Debug.Log($"[PingClick] {name} 第一次点击,模型显示");
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}
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else
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{
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// 第二次点击:显示 chanrao,隐藏自己,激活下个 ping
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if (chanraoObject != null)
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{
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chanraoObject.SetActive(true);
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Debug.Log($"[PingClick] {chanraoObject.name} 已显示");
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}
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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if (_outlineRenderer != null) _outlineRenderer.enabled = false;
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gameObject.SetActive(false);
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if (nextPing != null)
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{
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nextPing.SetActive(true);
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Debug.Log($"[PingClick] {name} → {nextPing.name} 已激活");
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}
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}
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StopAllCoroutines();
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// 通知 StepManager
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, _clickedOnce);
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}
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/// <summary>上一步撤销:恢复到first-click状态</summary>
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public void UndoSecondClick()
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{
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if (!_clickedOnce) return;
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_clickedOnce = false;
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gameObject.SetActive(true);
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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gameObject.SetActive(false);
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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if (nextPing != null)
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{
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nextPing.SetActive(true);
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Debug.Log($"[PingClick] {name} → {nextPing.name} 已激活");
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}
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/// <summary>上一步撤销:隐藏自己,恢复前一个ping</summary>
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public void UndoShow()
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{
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gameObject.SetActive(false);
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}
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}
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