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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@@ -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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