using UnityEngine;
///
/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
/// 点击通知 StepManager 记录步骤。
///
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject;
public GameObject nextPing;
public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
private MeshRenderer _meshRenderer;
private LineRenderer _outlineRenderer;
private bool _clickedOnce;
void Start()
{
_meshRenderer = GetComponent();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren();
CreateBlueOutline();
StartCoroutine(BlinkOutline());
}
void OnEnable()
{
_meshRenderer = GetComponent();
if (_meshRenderer == null) _meshRenderer = GetComponentInChildren();
if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
CreateBlueOutline();
_clickedOnce = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateBlueOutline()
{
if (_outlineRenderer != null) return;
var ringGo = new GameObject("BlueRing");
ringGo.transform.SetParent(transform, false);
ringGo.transform.localPosition = Vector3.zero;
ringGo.transform.localRotation = Quaternion.Euler(90f, 0, 0);
_outlineRenderer = ringGo.AddComponent();
_outlineRenderer.useWorldSpace = false;
_outlineRenderer.loop = true;
_outlineRenderer.startWidth = 0.04f;
_outlineRenderer.endWidth = 0.04f;
_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
float r = 0.25f;
int segs = 32;
_outlineRenderer.positionCount = segs;
for (int i = 0; i < segs; i++)
{
float a = i * 2f * Mathf.PI / segs;
_outlineRenderer.SetPosition(i, new Vector3(Mathf.Cos(a) * r, Mathf.Sin(a) * r, 0));
}
}
System.Collections.IEnumerator BlinkOutline()
{
while (true)
{
if (_outlineRenderer != null)
_outlineRenderer.enabled = !_outlineRenderer.enabled;
yield return new WaitForSeconds(0.4f);
}
}
void OnMouseDown()
{
if (!_clickedOnce)
{
// 第一次点击:停止闪烁,显示模型
_clickedOnce = true;
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = true;
if (_outlineRenderer != null) _outlineRenderer.enabled = true;
Debug.Log($"[PingClick] {name} 第一次点击,模型显示");
}
else
{
// 第二次点击:显示 chanrao,隐藏自己,激活下个 ping
if (chanraoObject != null)
{
chanraoObject.SetActive(true);
Debug.Log($"[PingClick] {chanraoObject.name} 已显示");
}
StopAllCoroutines();
if (_meshRenderer != null) _meshRenderer.enabled = false;
if (_outlineRenderer != null) _outlineRenderer.enabled = false;
gameObject.SetActive(false);
if (nextPing != null)
{
nextPing.SetActive(true);
Debug.Log($"[PingClick] {name} → {nextPing.name} 已激活");
}
}
// 通知 StepManager
var sm = FindObjectOfType();
if (sm != null) sm.RecordPingStep(pingIndex, _clickedOnce);
}
/// 上一步撤销:恢复到first-click状态
public void UndoSecondClick()
{
if (!_clickedOnce) return;
_clickedOnce = false;
gameObject.SetActive(true);
if (_meshRenderer != null) _meshRenderer.enabled = false;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
/// 上一步撤销:隐藏自己,恢复前一个ping
public void UndoShow()
{
gameObject.SetActive(false);
}
}