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VFSUnity/Assets/Scripts/Interaction/PingClickHandler.cs
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2026-07-12 03:45:35 +08:00

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using UnityEngine;
public class PingClickHandler : MonoBehaviour
{
public GameObject chanraoObject, nextPing;
public int pingIndex;
private MeshRenderer _modelRenderer, _outlineMesh;
private bool _modelShown;
private bool _isBlinking;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
// 确保碰撞体是打开的
var col = GetComponent<Collider>();
if (col == null)
{
var sphere = gameObject.AddComponent<SphereCollider>();
sphere.radius = 0.5f; // 可以适当增加,保证能点到
col = sphere;
}
else if (col is BoxCollider bc)
{
// 如果是之前的 BoxCollider,把它改大一点,确保能点到
bc.size = new Vector3(Mathf.Max(bc.size.x, 0.8f), Mathf.Max(bc.size.y, 0.8f), Mathf.Max(bc.size.z, 0.8f));
}
else if (col is SphereCollider sc)
{
sc.radius = Mathf.Max(sc.radius, 0.5f);
}
col.enabled = true;
CreateOutlineMesh();
_modelShown = false;
_isBlinking = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
void CreateOutlineMesh()
{
if (_outlineMesh != null) return;
var mf = GetComponent<MeshFilter>();
if (mf == null) mf = GetComponentInChildren<MeshFilter>();
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);
// 稍微往上偏移一点点,防止边框插进地里
go.transform.position += Vector3.up * 0.05f;
go.AddComponent<MeshFilter>().sharedMesh = mf.sharedMesh;
_outlineMesh = go.AddComponent<MeshRenderer>();
_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 OnMouseDown()
{
PerformClick();
}
public void PerformClick()
{
if (!_isBlinking) return; // 防止重复点击
foreach (var c in Object.FindObjectsOfType<Camera>())
{
if (!c.enabled) continue;
foreach (var h in Physics.RaycastAll(c.ScreenPointToRay(Input.mousePosition)))
if (h.collider?.transform.parent?.name == "touchArray") return;
}
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
else
{
// 如果 nextPing 是 null,说明我是最后一个 ping(也就是 ping.001
// 此时第一阶段结束,激活 chanraotuibu
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($"[PingClick] {name} 模型显示, 激活下一个");
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, false);
}
else
{
if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {name} → {chanraoObject.name}"); }
HideSelf();
ActionHistory.Push(ActionHistory.ActionType.PingSecond, this);
var sm = FindObjectOfType<StepManager>();
if (sm != null) sm.RecordPingStep(pingIndex, true);
// 判断是否是真正的最后一步:检查所有的 PingClickHandler,看是否还有 activeInHierarchy 的。
// 注意当前 gameObject 刚刚被 SetActive(false),所以 FindObjectsOfType 获取不到当前的对象了。
var remainingPings = Object.FindObjectsOfType<PingClickHandler>();
int activePingCount = 0;
foreach (var p in remainingPings)
{
// In phase 2, finished pings have their collider disabled and _isBlinking set to false.
var col = p.GetComponent<Collider>();
if (col != null && col.enabled) activePingCount++;
}
if (activePingCount == 0)
{
Debug.Log("[PingClick] 所有的 ping 都已经绑成 chanrao 了!播放完成语音。");
var am = FindObjectOfType<AudioManager>();
if (am != null)
{
#if UNITY_EDITOR
var finishClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/people/伤员一切正常,包扎完毕.mp3");
if (finishClip != null) am.PlayVoice(finishClip);
#endif
}
// 隐藏视频面板
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.HideVideo();
}
}
}
}
public void ReEnableBorder()
{
// 关键:在第二阶段被激活时,先检查我们是否已经被完成了
// 只有 _modelShown 为 true,并且没有被最终隐藏时,才能被激活
if (!_modelShown) return;
// 如果模型已经被替换成 chanrao 并且隐藏了自己,就不应该再被激活
var col = GetComponent<Collider>();
if (chanraoObject != null && chanraoObject.activeSelf)
{
if (col != null) col.enabled = false;
return;
}
_isBlinking = true;
// 【关键修复点】:确保即使在第二次激活时,碰撞体也被打开,且如果有的话,保证能被点到。
if (col != null) col.enabled = true;
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;
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<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
gameObject.SetActive(false);
}
private void HideSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = false;
_isBlinking = false;
StopAllCoroutines();
}
private void ShowSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
var col = GetComponent<Collider>(); if (col != null) col.enabled = true;
}
public void ResetState()
{
_modelShown = false;
var col = GetComponent<Collider>();
if (col != null) col.enabled = true;
_isBlinking = true;
if (_modelRenderer != null) _modelRenderer.enabled = false;
// 隐藏自身模型
foreach (var r in GetComponentsInChildren<Renderer>(true)) { if (_outlineMesh != null && r == _outlineMesh) continue; r.enabled = false; }
if (_outlineMesh != null) _outlineMesh.enabled = true;
StopAllCoroutines();
StartCoroutine(BlinkOutline());
}
}