Fix full flow reset cleanup for outlines and residual objects, adjust EndPanel buttons

This commit is contained in:
yangbear
2026-07-12 12:17:06 +08:00
parent a6bda2b296
commit e7eb9a9cbc
8 changed files with 312 additions and 66 deletions
@@ -120,14 +120,28 @@ public class ChanraoTuibuHandler : MonoBehaviour
}
public void ResetState()
{
ResetState(true);
}
public void ResetState(bool startBlink)
{
_isFinished = false;
var mr = GetComponent<MeshRenderer>(); if (mr != null) mr.enabled = false;
var smr = GetComponent<SkinnedMeshRenderer>(); if (smr != null) smr.enabled = false;
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
if (_outlineMesh != null) _outlineMesh.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = startBlink;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
if (startBlink && isActiveAndEnabled)
{
StartCoroutine(BlinkOutline());
}
}
public void ForceHideOutline()
{
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
}
}
+21 -7
View File
@@ -188,9 +188,8 @@ public class PingClickHandler : MonoBehaviour
remaining++;
}
if (remaining <= 1)
if (remaining == 0)
{
// 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
if (!_hasPlayedFinishVoice)
{
_hasPlayedFinishVoice = true;
@@ -208,7 +207,7 @@ public class PingClickHandler : MonoBehaviour
if (uiMgr != null)
{
uiMgr.HideVideo();
uiMgr.ShowEndPanel(); // 调用显示结束面板
uiMgr.ShowEndPanel();
}
}
}
@@ -250,7 +249,6 @@ public class PingClickHandler : MonoBehaviour
_isBlinking = true;
_enableFrame = Time.frameCount;
// 撤销的时候,把语音锁打开,以便能够重新播放
_hasPlayedFinishVoice = false;
if (_outlineMesh != null) _outlineMesh.enabled = true;
@@ -282,17 +280,33 @@ public class PingClickHandler : MonoBehaviour
}
public void ResetState()
{
ResetState(true);
}
public void ResetState(bool startBlink)
{
_modelShown = false;
_isBlinking = true;
_isBlinking = startBlink;
_enableFrame = Time.frameCount;
_hasPlayedFinishVoice = false;
if (_modelRenderer != null) _modelRenderer.enabled = false;
if (chanraoObject != null) chanraoObject.SetActive(false);
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
if (_outlineMesh != null) _outlineMesh.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = startBlink;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
if (startBlink && isActiveAndEnabled)
{
StartCoroutine(BlinkOutline());
}
}
public void ForceHideOutline()
{
_isBlinking = false;
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
}
}
@@ -10,6 +10,12 @@ public class Point2ClickHandler : MonoBehaviour
private MeshRenderer _meshRenderer;
private void OnDisable()
{
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
}
void OnEnable()
{
if (GetComponent<Collider>() == null) gameObject.AddComponent<SphereCollider>().radius = 0.5f;
@@ -92,9 +98,14 @@ public class Point2ClickHandler : MonoBehaviour
}
public void ResetState()
{
ResetState(true);
}
public void ResetState(bool startBlink)
{
_clicked = false;
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_meshRenderer != null) _meshRenderer.enabled = startBlink;
if (nextObject != null)
{
@@ -113,8 +124,11 @@ public class Point2ClickHandler : MonoBehaviour
}
}
gameObject.SetActive(true);
StopAllCoroutines();
StartCoroutine(BlinkOutline());
gameObject.SetActive(startBlink);
if (startBlink && isActiveAndEnabled)
{
StartCoroutine(BlinkOutline());
}
}
}
+16 -13
View File
@@ -30,7 +30,6 @@ public class ShoseClickHandler : MonoBehaviour
var sc = GetComponent<SphereCollider>(); if(sc != null) sc.enabled = false;
var col = GetComponent<BoxCollider>();
if (col == null) col = gameObject.AddComponent<BoxCollider>();
// Unity 的 BoxCollider.size 处于本地坐标空间,会自动乘上 localScale,这里不能重复缩放
col.center = mb.center;
col.size = mb.size * 1.2f;
col.enabled = true;
@@ -104,7 +103,6 @@ public class ShoseClickHandler : MonoBehaviour
anim.CrossFade("womanCrouch", 0.1f);
}
// 移动 woman 到 point3
var point3 = GameObject.Find("womanPointArray/point3");
if (point3 != null)
{
@@ -121,13 +119,10 @@ public class ShoseClickHandler : MonoBehaviour
{
anim.SetBool("CheckFoot", true);
anim.CrossFade("manInjuryFoot", 0.1f);
// 启动协程,在动画播放完后将 CheckFoot 重置为 false
StartCoroutine(ResetCheckFoot(anim));
}
}
// 隐藏 point3 的边框 (touchArray/point3)
var touchArray = GameObject.Find("touchArray");
if (touchArray != null)
{
@@ -138,7 +133,6 @@ public class ShoseClickHandler : MonoBehaviour
}
}
// 显示 VideoPanel 并播放视频
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
@@ -147,11 +141,15 @@ public class ShoseClickHandler : MonoBehaviour
}
public void ResetState()
{
ResetState(true);
}
public void ResetState(bool startBlink)
{
_clicked = false;
// 【关键修复】确保 OutlineMesh 在重新激活时处于开启状态并正常闪烁
if (_outlineMesh != null) _outlineMesh.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = startBlink;
if (_hasRecordedInitialTransform)
{
@@ -159,7 +157,6 @@ public class ShoseClickHandler : MonoBehaviour
transform.rotation = _initialRotation;
}
// 返回时要隐藏 ping
if (nextObject != null) nextObject.SetActive(false);
var uiMgr = FindObjectOfType<UIManager>();
@@ -168,7 +165,6 @@ public class ShoseClickHandler : MonoBehaviour
uiMgr.HideVideo();
}
// 把 woman 重置(取消蹲下)
var woman = GameObject.Find("woman");
if (woman != null)
{
@@ -185,7 +181,6 @@ public class ShoseClickHandler : MonoBehaviour
}
}
// 取消男伤员的 CheckFoot 动作
var manInjury = GameObject.Find("manInjury");
if (manInjury != null)
{
@@ -196,7 +191,6 @@ public class ShoseClickHandler : MonoBehaviour
}
}
// 重新显示 touchArray/point3 的边框
var touchArray = GameObject.Find("touchArray");
if (touchArray != null)
{
@@ -208,7 +202,16 @@ public class ShoseClickHandler : MonoBehaviour
}
StopAllCoroutines();
StartCoroutine(BlinkOutline());
if (startBlink && isActiveAndEnabled)
{
StartCoroutine(BlinkOutline());
}
}
public void ForceHideOutline()
{
StopAllCoroutines();
if (_outlineMesh != null) _outlineMesh.enabled = false;
}
private System.Collections.IEnumerator ResetCheckFoot(Animator anim)