using UnityEngine; public class PingClickHandler : MonoBehaviour { public GameObject chanraoObject, nextPing; public int pingIndex; private MeshRenderer _modelRenderer, _outlineMesh; private bool _modelShown; private bool _isBlinking; // 全局静态变量,防止同一帧内有多个 PingClickHandler 被同时触发 private static int _lastClickedFrame = -1; // 实例变量,记录自己被启用(或重新闪烁)的那一帧 private int _enableFrame = -1; public bool CanBeClicked() { return _isBlinking; } void OnEnable() { _enableFrame = Time.frameCount; _modelRenderer = GetComponent(); if (_modelRenderer == null) _modelRenderer = GetComponentInChildren(); foreach (var r in GetComponentsInChildren(true)) r.enabled = false; CreateOutlineMesh(); _modelShown = false; _isBlinking = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } void CreateOutlineMesh() { if (_outlineMesh != null) return; var mf = GetComponent(); if (mf == null) mf = GetComponentInChildren(); if (mf == null || mf.sharedMesh == null) return; var shader = Shader.Find("Custom/OutlineUnlit"); if (shader == null) return; var mat = new Material(shader); mat.SetColor("_OutlineColor", new Color(0.2f, 0.5f, 1f, 1f)); mat.SetColor("_MainColor", new Color(0, 0, 0, 0)); mat.SetFloat("_OutlineWidth", OutlineConfig.Width); var go = new GameObject("Outline"); go.transform.SetParent(transform, false); go.transform.position += Vector3.up * 0.05f; go.AddComponent().sharedMesh = mf.sharedMesh; _outlineMesh = go.AddComponent(); _outlineMesh.material = mat; } System.Collections.IEnumerator BlinkOutline() { if (_outlineMesh != null) _outlineMesh.enabled = true; yield return new WaitForSeconds(0.4f); while (true) { if (_outlineMesh != null) _outlineMesh.enabled = !_outlineMesh.enabled; yield return new WaitForSeconds(0.4f); } } void Update() { // 只检测正在闪烁的 ping if (!_isBlinking) return; if (!Input.GetMouseButtonDown(0)) return; // 防御 1:防止刚被激活的同一帧内立刻触发(比如点击鞋子的一瞬间 ping.004 被激活,此时鼠标左键按下状态依然为 true) if (Time.frameCount == _enableFrame) return; // 防御 2:防止同一帧内有多个 ping 同时触发(执行顺序导致的状态延迟问题) if (Time.frameCount == _lastClickedFrame) return; // 如果点在 UI 上,不处理 if (UnityEngine.EventSystems.EventSystem.current != null && UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()) return; // 找到当前渲染画面的相机 Camera activeCamera = null; foreach (var c in Camera.allCameras) { if (c.enabled && c.gameObject.activeInHierarchy) { activeCamera = c; } } if (activeCamera == null) return; // 计算自己到鼠标的屏幕距离 Vector3 screenPos = activeCamera.WorldToScreenPoint(transform.position); if (screenPos.z < 0) return; // 在相机背后 Vector2 mousePos = Input.mousePosition; float myDist = Vector2.Distance(mousePos, new Vector2(screenPos.x, screenPos.y)); // 检查是否有其他正在闪烁的 ping 比我更近 var allHandlers = FindObjectsOfType(); foreach (var h in allHandlers) { if (h == this) continue; if (!h._isBlinking) continue; if (!h.gameObject.activeInHierarchy) continue; Vector3 otherScreen = activeCamera.WorldToScreenPoint(h.transform.position); if (otherScreen.z < 0) continue; float otherDist = Vector2.Distance(mousePos, new Vector2(otherScreen.x, otherScreen.y)); if (otherDist < myDist) return; // 别人比我更近,让别人处理 } // 我是离鼠标最近的闪烁中的 ping! if (myDist < 120f) // 稍微放宽一点阈值,120像素内都算点中 { Debug.Log($"[PingClick] 屏幕坐标命中: {name} (距离={myDist:F1}px)"); _lastClickedFrame = Time.frameCount; // 锁定当前帧,其他 ping 不准再触发 _isBlinking = false; PerformClick(); } } public void PerformClick() { if (!_modelShown) { _modelShown = true; _isBlinking = false; ActionHistory.Push(ActionHistory.ActionType.PingFirst, this); StopAllCoroutines(); if (_modelRenderer != null) _modelRenderer.enabled = true; foreach (var r in GetComponentsInChildren(true)) r.enabled = true; if (_outlineMesh != null) _outlineMesh.enabled = false; if (nextPing != null) nextPing.SetActive(true); else { var chanraotuibu = GameObject.Find("chanraotuibu"); if (chanraotuibu == null) { var mi = GameObject.Find("manInjury"); if (mi != null) { var t = mi.transform.Find("chanraotuibu"); if (t != null) chanraotuibu = t.gameObject; } } if (chanraotuibu != null) chanraotuibu.SetActive(true); Debug.Log($"[PingClick] {name} 是最后一个 ping 模型,现已激活 chanraotuibu"); } if (nextPing != null) Debug.Log($"[PingClick] {name} 模型显示, 激活 {nextPing.name}"); else Debug.Log($"[PingClick] {name} 模型显示, 激活下一个"); var sm = FindObjectOfType(); if (sm != null) sm.RecordPingStep(pingIndex, false); } else { if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {name} → {chanraoObject.name}"); } HideSelf(); ActionHistory.Push(ActionHistory.ActionType.PingSecond, this); var sm = FindObjectOfType(); if (sm != null) sm.RecordPingStep(pingIndex, true); var pings = Object.FindObjectsOfType(); int remaining = 0; foreach (var p in pings) { if (p.gameObject.activeInHierarchy && (p._isBlinking || p._modelShown)) remaining++; } // 自己刚刚 HideSelf 了,如果没有其他活跃的 ping 了 if (remaining <= 1) { Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。"); var am = FindObjectOfType(); if (am != null) { #if UNITY_EDITOR var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Audio/people/伤员一切正常,包扎完毕.mp3"); if (finishClip != null) am.PlayVoice(finishClip); #endif } var uiMgr = FindObjectOfType(); if (uiMgr != null) { uiMgr.HideVideo(); } } } } public void ReEnableBorder() { if (!_modelShown) return; if (chanraoObject != null && chanraoObject.activeSelf) { return; } _isBlinking = true; _enableFrame = Time.frameCount; // 防止重置瞬间被点中 if (_outlineMesh != null) { _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } } public void DisableBorder() { _isBlinking = false; if (_outlineMesh != null) _outlineMesh.enabled = false; StopAllCoroutines(); } public void UndoSecondClick() { if (chanraoObject != null) chanraoObject.SetActive(false); ShowSelf(); _modelShown = true; _isBlinking = true; _enableFrame = Time.frameCount; // 防止重置瞬间被点中 if (_outlineMesh != null) _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } public void UndoShow() { _modelShown = false; _isBlinking = false; StopAllCoroutines(); if (chanraoObject != null) chanraoObject.SetActive(false); foreach (var r in GetComponentsInChildren(true)) r.enabled = false; gameObject.SetActive(false); } private void HideSelf() { foreach (var r in GetComponentsInChildren(true)) r.enabled = false; _isBlinking = false; StopAllCoroutines(); gameObject.SetActive(false); } private void ShowSelf() { foreach (var r in GetComponentsInChildren(true)) r.enabled = true; if (_outlineMesh != null) _outlineMesh.enabled = false; } public void ResetState() { _modelShown = false; _isBlinking = true; _enableFrame = Time.frameCount; // 防止重置瞬间被点中 if (_modelRenderer != null) _modelRenderer.enabled = false; foreach (var r in GetComponentsInChildren(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; } if (_outlineMesh != null) _outlineMesh.enabled = true; StopAllCoroutines(); StartCoroutine(BlinkOutline()); } }