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
This commit is contained in:
yangbear
2026-07-02 16:22:17 +08:00
parent 393e3da16f
commit db5006264f
2 changed files with 193 additions and 18 deletions
+107 -1
View File
@@ -125,15 +125,98 @@ public class StepManager : MonoBehaviour
public void NextStep()
{
// Woman 自由步进优先
if (_pingObjects != null && _pingObjects.Length > 0 && _pingStepIndex < _pingMaxStep) { PingStepNext(); return; }
if (_womanObject != null && _womanPositions != null) { WomanStepNext(); return; }
if (_activeSteps == null) return;
if (_currentStepIndex >= _activeSteps.Length - 1) { CompleteExperiment(); return; }
GoToStep(_currentStepIndex + 1);
}
public void PreviousStep()
private void PingStepPrevious()
{
if (_pingStepIndex <= 0) return;
int idx = (_pingStepIndex - 1) / 2; // ping index (0-3, mapping to 004-001)
bool wasSecond = (_pingStepIndex - 1) % 2 == 1; // true if was second click
if (wasSecond)
{
// Undo second click: hide chanrao, restore ping to first-click state
if (_chanraoObjects != null && idx < _chanraoObjects.Length && _chanraoObjects[idx] != null)
_chanraoObjects[idx].SetActive(false);
if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
{
var h = _pingObjects[idx].GetComponent<PingClickHandler>();
if (h != null) h.UndoSecondClick();
}
}
else
{
// Undo first click: hide current ping, show previous ping (if any)
if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
{
var h = _pingObjects[idx].GetComponent<PingClickHandler>();
if (h != null) h.UndoShow();
}
// If going back to start, show ping.004
if (idx == 0 && _pingObjects != null && _pingObjects.Length > 0 && _pingObjects[0] != null)
_pingObjects[0].SetActive(true);
}
_pingStepIndex--;
Debug.Log($"StepManager: Ping撤销 -> {_pingStepIndex}");
OnStepChanged?.Invoke(_pingStepIndex);
}
private void PingStepNext()
{
if (_pingStepIndex >= _pingMaxStep) return;
int idx = _pingStepIndex / 2;
bool isSecond = _pingStepIndex % 2 == 1;
if (!isSecond)
{
// Advance to first click: ensure ping is visible and in first-click state
if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
{
var ping = _pingObjects[idx];
ping.SetActive(true);
var h = ping.GetComponent<PingClickHandler>();
if (h != null)
{
h.UndoSecondClick(); // Reset to first-click state
// Trigger first click via reflection/method
}
}
}
else
{
// Advance to second click: show chanrao
if (_chanraoObjects != null && idx < _chanraoObjects.Length && _chanraoObjects[idx] != null)
_chanraoObjects[idx].SetActive(true);
if (_pingObjects != null && idx < _pingObjects.Length && _pingObjects[idx] != null)
{
var h = _pingObjects[idx].GetComponent<PingClickHandler>();
if (h != null) h.UndoShow();
}
// Show next ping for first click
if (idx + 1 < 4 && _pingObjects != null && _pingObjects[idx+1] != null)
_pingObjects[idx+1].SetActive(true);
}
_pingStepIndex++;
Debug.Log($"StepManager: Ping前进 -> {_pingStepIndex}");
OnStepChanged?.Invoke(_pingStepIndex);
}
public void RecordPingStep(int pingIndex, bool secondClick)
{
_pingStepIndex = pingIndex * 2 + (secondClick ? 2 : 1);
Debug.Log($"StepManager: Ping步进 -> {_pingStepIndex} (ping{pingIndex} second={secondClick})");
OnStepChanged?.Invoke(_pingStepIndex);
}
public public void PreviousStep()
{
// Woman 自由步进优先
if (_pingObjects != null && _pingObjects.Length > 0 && _pingStepIndex > 0) { PingStepPrevious(); return; }
if (_womanObject != null && _womanPositions != null) { WomanStepPrevious(); return; }
if (_activeSteps == null) return;
if (_currentStepIndex <= 0) return;
@@ -201,6 +284,25 @@ public class StepManager : MonoBehaviour
Debug.Log($"StepManager: Woman步进已初始化, 共{_womanMaxStep}个位置");
}
public void InitPingSteps()
{
var mi = GameObject.Find("manInjury");
if (mi == null) return;
_pingObjects = new GameObject[4];
_chanraoObjects = new GameObject[4];
for (int i = 1; i <= 4; i++)
{
string pn = "ping." + i.ToString("D3");
string cn = "chanrao." + i.ToString("D3");
var pt = mi.transform.Find(pn);
var ct = mi.transform.Find(cn);
if (pt != null) _pingObjects[i-1] = pt.gameObject;
if (ct != null) _chanraoObjects[i-1] = ct.gameObject;
}
_pingStepIndex = 0;
Debug.Log("StepManager: Ping步进已初始化");
}
public void RecordWomanStep(int newStepIndex) { _womanStepIndex = Mathf.Clamp(newStepIndex, 0, _womanMaxStep); Debug.Log($"StepManager: Woman步进 -> {_womanStepIndex}"); OnStepChanged?.Invoke(_womanStepIndex); }
private void WomanStepPrevious()
@@ -267,6 +369,10 @@ public class StepManager : MonoBehaviour
private int _womanMaxStep = 3;
private Transform[] _womanPositions;
private GameObject[] _touchPoints;
private GameObject[] _pingObjects;
private GameObject[] _chanraoObjects;
private int _pingStepIndex = 0;
private int _pingMaxStep = 8; // 4 pings × 2 clicks each
private Vector3 _womanInitPos;
+86 -17
View File
@@ -1,20 +1,26 @@
using UnityEngine;
/// <summary>
/// 挂在每个 ping 对象上。蓝色闪烁描边,点击后显示对应 chanrao 并隐藏自己。
/// 从 ping.004 开始作为第一个(reverse order)。
/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
/// 点击通知 StepManager 记录步骤。
/// </summary>
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject;
public GameObject nextPing;
public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
private bool _clickedOnce;
void Start()
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
CreateBlueOutline();
StartCoroutine(BlinkOutline());
}
@@ -22,39 +28,102 @@ public class PingClickHandler : MonoBehaviour
{
_meshRenderer = GetComponent<MeshRenderer>();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
CreateBlueOutline();
_clickedOnce = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateBlueOutline()
{
if (_outlineRenderer != null) return;
var ringGo = new GameObject("BlueRing");
ringGo.transform.SetParent(transform, false);
ringGo.transform.localPosition = Vector3.zero;
ringGo.transform.localRotation = Quaternion.Euler(90f, 0, 0);
_outlineRenderer = ringGo.AddComponent<LineRenderer>();
_outlineRenderer.useWorldSpace = false;
_outlineRenderer.loop = true;
_outlineRenderer.startWidth = 0.04f;
_outlineRenderer.endWidth = 0.04f;
_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
float r = 0.25f;
int segs = 32;
_outlineRenderer.positionCount = segs;
for (int i = 0; i < segs; i++)
{
float a = i * 2f * Mathf.PI / segs;
_outlineRenderer.SetPosition(i, new Vector3(Mathf.Cos(a) * r, Mathf.Sin(a) * r, 0));
}
}
System.Collections.IEnumerator BlinkOutline()
{
while (true)
{
if (_meshRenderer != null)
_meshRenderer.enabled = !_meshRenderer.enabled;
if (_outlineRenderer != null)
_outlineRenderer.enabled = !_outlineRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
void OnMouseDown()
{
Debug.Log($"[PingClick] {name} 被点击");
if (chanraoObject != null)
if (!_clickedOnce)
{
chanraoObject.SetActive(true);
Debug.Log($"[PingClick] {chanraoObject.name} 已显示");
// 第一次点击:停止闪烁,显示模型
_clickedOnce = true;
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
Debug.Log($"[PingClick] {name} 第一次点击,模型显示");
}
else
{
// 第二次点击:显示 chanrao,隐藏自己,激活下个 ping
if (chanraoObject != null)
{
chanraoObject.SetActive(true);
Debug.Log($"[PingClick] {chanraoObject.name} 已显示");
}
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
if (_outlineRenderer != null) _outlineRenderer.enabled = false;
gameObject.SetActive(false);
if (nextPing != null)
{
nextPing.SetActive(true);
Debug.Log($"[PingClick] {name} → {nextPing.name} 已激活");
}
}
StopAllCoroutines();
// 通知 StepManager
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, _clickedOnce);
}
/// <summary>上一步撤销:恢复到first-click状态</summary>
public void UndoSecondClick()
{
if (!_clickedOnce) return;
_clickedOnce = false;
gameObject.SetActive(true);
if (_meshRenderer != null) _meshRenderer.enabled = false;
gameObject.SetActive(false);
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
if (nextPing != null)
{
nextPing.SetActive(true);
Debug.Log($"[PingClick] {name} → {nextPing.name} 已激活");
}
/// <summary>上一步撤销:隐藏自己,恢复前一个ping</summary>
public void UndoShow()
{
gameObject.SetActive(false);
}
}