yangbear
|
406714df7d
|
fix: Physics.RaycastAll扫全部命中—Ground阻挡也不影响鞋子点击
|
2026-07-05 21:33:49 +08:00 |
|
yangbear
|
431465e448
|
fix: Shose用Update+Physics.Raycast替代OnMouseDown处理点击
|
2026-07-05 21:31:08 +08:00 |
|
yangbear
|
8aa9fa3086
|
fix: Shose collider强制设1.2+干掉DraggableObject+大字号点击日志
|
2026-07-05 21:29:26 +08:00 |
|
yangbear
|
4f008e14a9
|
fix: Shose描边加粗到0.06+collider半径扩到1.0
|
2026-07-05 21:26:47 +08:00 |
|
yangbear
|
fa5c096b6e
|
fix: ShoseClickHandler—模型保持可见+外圈描边+sphereCollider非trigger
|
2026-07-05 21:11:47 +08:00 |
|
yangbear
|
25b383a769
|
fix: ShoseClickHandler加固—空指针防护+debug日志+自动补collider
|
2026-07-05 19:59:36 +08:00 |
|
yangbear
|
609b310583
|
feat: 全面重写—shader模型描边+Shose→ping→chanraotuibu→ping第二轮
- ShoseClickHandler: shader描边,点击移动Shose到ShosePoint+激活ping.004
- PingClickHandler: shader描边两阶段,第一轮完激活chanraotuibu
- ChanraoTuibuHandler: shader描边,点击后亮起ping第二轮边框
- TouchPositionHandler: point1激活Shose而非chanraotuibu
- 所有Handler用Custom/OutlineUnlit shader(_MainColor.a=0)实现模型精准描边
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2026-07-05 02:53:50 +08:00 |
|
yangbear
|
d8396050ac
|
fix: chanraotuibu激活加诊断日志+InitPingSteps补齐上/下一步支持
|
2026-07-05 02:40:16 +08:00 |
|
yangbear
|
b73f291397
|
fix: 删除BlinkOutline残留的孤代码块
|
2026-07-05 02:34:43 +08:00 |
|
yangbear
|
d7624d79ad
|
fix: BlinkOutline先亮0.4s再闪烁—ReEnableBorder不立即被toggle关掉
|
2026-07-05 02:32:58 +08:00 |
|
yangbear
|
d2c9e03bc5
|
feat: ping两轮边框—4个全点完后边框重新亮起提示第二击
- _firstClickCount达4时ReEnableBordersOnAll遍历所有可见ping
- ReEnableBorder重启BlinkOutline协程
- Phase0点击→边框消失→Phase1边框重新闪烁
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2026-07-05 02:30:20 +08:00 |
|
yangbear
|
1551364fb3
|
fix: 点击后边框消失而非保持显示
|
2026-07-05 02:27:52 +08:00 |
|
yangbear
|
07256e9e70
|
fix: 删除ActivateExperimentObjects中残留的ping.004激活代码-根因
日志显示强制隐藏后又被旧代码SetActive(true)覆盖, Python替换未匹配实际文本
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2026-07-05 02:26:21 +08:00 |
|
yangbear
|
065be5a982
|
fix: ActivateExperimentObjects加第三层强制隐藏ping/chanrao+日志
|
2026-07-05 02:23:53 +08:00 |
|
yangbear
|
bde6db88ef
|
fix: _enableOpeningFlow=false时也要DeactivateManInjuryChildren+移入RunOpeningFlow
- skip分支加DeactivateManInjuryChildren调用
- 正常流程把清理从PlayOpeningFlow移到RunOpeningFlow(manInjury激活后)
- 确保无论是否播开场动画ping都不会残留
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2026-07-04 16:54:46 +08:00 |
|
yangbear
|
77f6e2f00d
|
fix: PlayOpeningFlow/ReturnToHome重置所有ping/chanrao为隐藏
- OpeningFlowController新增DeactivateManInjuryChildren遍历隐藏
- PageController.ReturnToHome同样遍历隐藏ping/chanrao
- 解决上一轮实验残留导致ping自动出现的bug
|
2026-07-04 16:48:30 +08:00 |
|
yangbear
|
dee680a458
|
fix: GetComponentsInChildren(true)确保深层子模型隐藏+SphereCollider防点击无效
|
2026-07-03 14:44:28 +08:00 |
|
yangbear
|
0e35ff22c8
|
fix: 去掉ChanraoTuibuHandler中残留的f变量
|
2026-07-03 14:40:18 +08:00 |
|
yangbear
|
1ee3a9a48c
|
fix: 边框扩展20%贴合模型+隐藏所有子级Renderer
- ChanraoTuibuHandler/PingClickHandler: bounds.extents*1.2扩展边框
- OnEnable: 遍历所有子级Renderer全部enabled=false
- OnMouseDown: 遍历所有子级Renderer全部enabled=true
- 使用GetComponentInChildren<Renderer>()兜底
- 新增Debug.Log打印bounds信息
|
2026-07-03 14:37:00 +08:00 |
|
yangbear
|
643084682a
|
feat: chanraotuibu交互+摄像机直切+顺序调整+高度修正
- 新增ChanraoTuibuHandler: 蓝色矩形闪烁描边, 点击显示模型+激活ping.004
- AudioManager.SwitchToCamera3: 移除淡入淡出改为直接切换
- TouchPositionHandler: point1→激活chanraotuibu(非ping.004)
- PingClickHandler高度offset改为0.05f
|
2026-07-03 14:30:10 +08:00 |
|
yangbear
|
e978f3beb8
|
fix: var声明不能用嵌入语句,改为完整if块
|
2026-07-03 14:21:48 +08:00 |
|
yangbear
|
bf683d77b3
|
fix: 摄像机切换移到AudioManager+ping高度用bounds.max.y
- 摄像机协程从TouchPositionHandler移到AudioManager上(避免point隐藏后被杀)
- TouchPositionHandler改成调用AudioManager.SwitchToCamera3Smooth
- ping边框Y用_meshRenderer.bounds.max.y+0.02
|
2026-07-03 14:19:37 +08:00 |
|
yangbear
|
dd3eb605b5
|
fix: ping边框高度改用transform.position.y匹配模型实际Y位置
|
2026-07-03 14:15:11 +08:00 |
|
yangbear
|
c8f23df5a4
|
feat: 语音流程重排+ping延后+边框变细
- 实验启动时自动播放第1段woman语音(周围环境安全)
- point1点击播放第2段(伤员左大腿), 同时激活ping.004
- ping边框从0.04改为0.015变细
- ActivateExperimentObjects不再即时激活ping
|
2026-07-03 14:08:08 +08:00 |
|
yangbear
|
4ce5ab0578
|
fix: TouchPositionHandler.OnEnable补collider防止点击失效
|
2026-07-03 01:08:14 +08:00 |
|
yangbear
|
d48651678a
|
fix: touchArray描边去实心填充+ping矩形描边基于模型Bounds
- TouchPositionHandler.OnEnable: 设_MainColor.a=0只留描边
- PingClickHandler.CreateBlueOutline: 根据模型meshRenderer.bounds画矩形环
- 去掉圆环硬编码
|
2026-07-03 01:06:54 +08:00 |
|
yangbear
|
6650540dde
|
fix: PingClickHandler重建+touchArray优先级+确认无缓入代码
- PingClickHandler.OnMouseDown开头Physics.RaycastAll检查touchArray优先
- 删除重建避免多次替换导致的括号不平衡
- AudioManager确认无fade/缓入代码,音频直接播放
|
2026-07-03 00:59:20 +08:00 |
|
yangbear
|
9deb4a68e1
|
fix: ping两阶段点击—全部4个首次点击后才允许第二击显示chanrao
阶段0(_firstClickCount<4): 依次首次点击显示ping模型,激活下个ping
阶段1(_firstClickCount==4): 第二击显示chanrao并隐藏ping
UndoSecondClick同步恢复_firstClickCount
|
2026-07-02 16:42:43 +08:00 |
|
yangbear
|
9bb15b9959
|
fix: ping描边改为世界空间水平环,移除X旋转避免视角不可见
|
2026-07-02 16:33:02 +08:00 |
|
yangbear
|
915898cb24
|
fix: 删除重复的public修饰符
|
2026-07-02 16:29:52 +08:00 |
|
yangbear
|
db5006264f
|
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
|
2026-07-02 16:22:17 +08:00 |
|
yangbear
|
393e3da16f
|
feat: ping/chanrao交互系统 + camera3平滑切换
- PingClickHandler: 蓝色闪烁描边, 点击显示chanrao并隐藏自己, 链式激活下个ping
- ping链: 004→003→002→001 (从4开始)
- TouchPositionHandler: point1点击时黑幕渐入→切camera3→渐出
- PageController: 实验启动时激活ping.004
|
2026-07-02 16:07:02 +08:00 |
|
yangbear
|
2538eecb6b
|
fix: 恢复丢失的AudioManager调用(PlayHomeBg/StopBgMusic/PlayExperimentBg)
多次替换导致ShowPage/OnFixationSelected/ActivateExperimentObjects中的调用丢失
|
2026-07-01 22:42:39 +08:00 |
|
yangbear
|
8f05587473
|
fix: AudioManager.I→FindObjectOfType避免Awake执行顺序导致I为null
PageController可能在AudioManager.Awake前Start, 导致I为null
改用FindObjectOfType在调用时查找
|
2026-07-01 22:39:36 +08:00 |
|
yangbear
|
b4415dea4c
|
feat: 音频系统统一重写—AudioManager管理全部音频
新增 AudioManager.cs 挂在 [Managers] 上:
- _bgSource: 背景音乐(首页/实验), spatialBlend=0, BgVolume可调
- _sfxSource: 音效(篮球/manCall), Stop()可打断
- _voiceSource: 语音中断播放
替换:
- PageController: BGMController→AudioManager.I
- OpeningFlowController: PlayClipAtPoint→AudioManager.I.PlayBasketball/ManCallSfx
- 删除 BGMController.cs
- 删除旧 AudioManager.cs(Assets/Scripts/Audio/旧版)
|
2026-07-01 22:35:36 +08:00 |
|
yangbear
|
c3d1efbe2c
|
fix: 删除Start()中_bgAudioSource初始化+修复PlayExperimentBg调用
|
2026-07-01 22:12:31 +08:00 |
|
yangbear
|
d52a7e86aa
|
fix: 清理PageController中残留的音频代码片段
|
2026-07-01 22:11:21 +08:00 |
|
yangbear
|
efce2422b8
|
fix: 删除PageController中所有旧音频死代码—只留BGMController
旧PlayHomeBg/PlayExperimentBg/StopBgMusic/FadeInBg/PlayWomanAudioSequence
和对应字段全部删除,避免与BGMController静态方法共存
|
2026-07-01 22:10:30 +08:00 |
|
yangbear
|
e1a9f90d3f
|
feat: BGMController独立音频脚本—彻底脱离PageController复杂编辑历史
新增BGMController.cs挂在[Managers]上:
- Awake()中创建AudioSource(spatialBlend=0,vol=0.5)
- AssetDatabase兜底加载_homeBgClip/_experimentBgClip
- 静态方法PlayHomeBg/PlayExperimentBg/StopBgMusic
PageController调用改为BGMController.xxx
|
2026-07-01 22:00:41 +08:00 |
|
yangbear
|
fa380b2ea5
|
fix: AudioSource搬到[Managers]+关多余AudioListener+跳过FadeInBg直设音量0.5
- [Managers]是始终活跃的非UI/非摄像机物体,切换摄像机不影响
- 禁用camera2/camera3的AudioListener消除多Listener冲突
- 暂时跳过FadeInBg直接设vol=0.5排除淡入干扰
|
2026-07-01 21:56:12 +08:00 |
|
yangbear
|
01ca708a43
|
fix: AudioSource从Canvas移到Main Camera—UI Canvas AudioSource无法正常播放
根因: Canvas上的AudioSource因UI Canvas系统限制无法正常输出声音
解决: 将AudioSource组件挂在Main Camera上(spatialBlend=0 2D模式)
Start/PlayHomeBg/PlayExperimentBg全部使用Main Camera的AudioSource
|
2026-07-01 21:52:39 +08:00 |
|
yangbear
|
d1430d7b64
|
fix: AudioSource设为2D(spatialBlend=0)+FadeInBg加日志
Canvas处于3D空间远端位置(586,330,0),默认3D AudioSource音量衰减到0
spatialBlend=0改为2D全域模式
|
2026-07-01 21:50:12 +08:00 |
|
yangbear
|
511ef8a61a
|
fix: PlayHomeBg/PlayExperimentBg用AssetDatabase.LoadAssetAtPath兜底加载clip
SerializerField引用因脚本重编译频繁丢失,改为代码中硬加载音频文件路径
不再依赖Inspector赋值
|
2026-07-01 21:47:46 +08:00 |
|
yangbear
|
fc63a9bbb3
|
fix: StopBgMusic加enabled=false彻底禁用AudioSource防止后续恢复
- StopBgMusic: Stop后加s.enabled=false, 日志打印clip名
- PlayHomeBg/PlayExperimentBg: 播放前设enabled=true, 先停旧fade再开新
- FadeInBg从volume=0渐入
|
2026-07-01 21:38:26 +08:00 |
|
yangbear
|
9cce193381
|
fix: 删除重复的_fadeCoroutine字段声明
|
2026-07-01 21:34:19 +08:00 |
|
yangbear
|
c9eda6a9f7
|
fix: StopBgMusic停止Canvas上所有AudioSource,消除潜藏旧组件
之前的PlayHomeBg/PlayExperimentBg每次run可能残留重复AddComponent
现在GetComponents<AudioSource>()遍历停止全部,不依赖单引用
|
2026-07-01 21:32:22 +08:00 |
|
yangbear
|
798393edee
|
fix: StopBgMusic强制Stop+中断FadeInBg协程,彻底解决bg不退
- StopBgMusic去掉isPlaying检查,AudioSource存在就强制Stop
- 保存FadeInBg协程引用到_fadeCoroutine
- StopBgMusic时先StopCoroutine(_fadeCoroutine)再Stop音频
|
2026-07-01 21:29:54 +08:00 |
|
yangbear
|
f68e675022
|
fix: bg音乐缓入+语音打断+代码碎片清理
- PlayHomeBg/PlayExperimentBg 增加 FadeInBg 缓入协程(1.5s)
- TouchPositionHandler 使用静态共享 AudioSource 避免语音重叠
- 清理 PageController 中因多次编辑产生的代码碎片和括号混乱
|
2026-07-01 21:18:34 +08:00 |
|
yangbear
|
3a83140801
|
fix: 重建TouchPositionHandler.cs修复括号混乱编译错误
|
2026-07-01 21:07:01 +08:00 |
|
yangbear
|
d0e4d5d8c5
|
fix: 音频系统全面修复 - 引用设置+PlayHomeBg重启+音效位置
1. 通过MCP设置所有AudioClip引用到Inspector字段
2. PlayHomeBg去掉clip比较检查,Stop后回来能重新播放
3. basketball/manCall PlayClipAtPoint改用transform.position
4. TouchPositionHandler voiceClip通过SerializedObject赋值
|
2026-07-01 21:04:38 +08:00 |
|