Use Time.frameCount and remove OnMouseDown completely to prevent simultaneous multi-clicks

This commit is contained in:
yangbear
2026-07-12 05:47:38 +08:00
parent e2aca734f9
commit e80f52875a
+20 -23
View File
@@ -8,6 +8,9 @@ public class PingClickHandler : MonoBehaviour
private bool _modelShown;
private bool _isBlinking;
// 静态变量,记录上一帧被点击的帧号,防止同一帧内多个 Ping 发生连锁反应
private static int _lastClickedFrame = -1;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
@@ -19,24 +22,25 @@ public class PingClickHandler : MonoBehaviour
var colliders = GetComponents<Collider>();
foreach (var c in colliders)
{
if (c is SphereCollider || c is CapsuleCollider)
if (c is BoxCollider || c is CapsuleCollider)
{
Destroy(c);
}
}
var box = GetComponent<BoxCollider>();
if (box == null) box = gameObject.AddComponent<BoxCollider>();
var sphere = GetComponent<SphereCollider>();
if (sphere == null) sphere = gameObject.AddComponent<SphereCollider>();
Vector3 lossy = transform.lossyScale;
float sx = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.x), 0.001f), 0.001f, 100f);
float sy = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.y), 0.001f), 0.001f, 100f);
float sz = Mathf.Clamp(0.5f / Mathf.Max(Mathf.Abs(lossy.z), 0.001f), 0.001f, 100f);
// 核心修复:真实世界半径设定
// 我们希望在 3D 世界里,这个点击热区的半径大约是 0.15 米(不大不小正好点击)
// 因为你的模型 lossyScale 达到了 100,所以局部 radius 必须除以 100 = 0.0015
float maxScale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z));
if (maxScale < 0.001f) maxScale = 1f;
box.size = new Vector3(sx, sy, sz);
box.center = Vector3.zero;
box.isTrigger = false;
box.enabled = true;
sphere.radius = 0.2f / maxScale; // 绝对保证世界半径是 0.2 米!不互相干涉
sphere.center = Vector3.zero;
sphere.isTrigger = false;
sphere.enabled = true;
CreateOutlineMesh();
_modelShown = false;
@@ -72,34 +76,27 @@ public class PingClickHandler : MonoBehaviour
while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); }
}
void OnMouseDown()
{
Debug.Log($"[PingClick] OnMouseDown 触发: {name}");
PerformClick();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (!_isBlinking) return;
// 解决 "一键点出多个" 的 BUG:同一帧内只能有一个物体被点中!
if (Time.frameCount == _lastClickedFrame) return;
foreach (var c in Camera.allCameras)
{
if (!c.enabled) continue;
Ray ray = c.ScreenPointToRay(Input.mousePosition);
// 使用超长射线,无视距离
RaycastHit[] hits = Physics.RaycastAll(ray, 10000f);
RaycastHit[] hits = Physics.RaycastAll(ray, 1000f);
foreach (var hit in hits)
{
if (hit.collider != null && hit.collider.gameObject == gameObject)
{
Debug.Log($"[PingClick] Update手动射线贯穿点中 (使用相机: {c.name}): {name}");
// FIX BUG: Prevent multiple clicks in the same frame
_isBlinking = false;
_lastClickedFrame = Time.frameCount; // 锁定这一帧,别的 ping 不准再触发
PerformClick();
return;
}