9deb4a68e1
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
127 lines
4.7 KiB
C#
127 lines
4.7 KiB
C#
using UnityEngine;
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/// <summary>
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/// 挂在每个 ping 对象上。蓝色圆环闪烁描边,两步点击:
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/// 1. 第一次点击 → 停止闪烁,显示 ping 模型
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/// 2. 第二次点击 → 显示对应 chanrao,隐藏自己,激活下个 ping
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/// 点击通知 StepManager 记录步骤。
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/// </summary>
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public class PingClickHandler : MonoBehaviour
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{
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public GameObject chanraoObject;
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public GameObject nextPing;
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public int pingIndex; // ping.004=0, ping.003=1, ping.002=2, ping.001=3
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private MeshRenderer _meshRenderer;
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private LineRenderer _outlineRenderer;
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private static int _firstClickCount = 0;
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private bool _clickedOnce;
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void Start()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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CreateBlueOutline();
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StartCoroutine(BlinkOutline());
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}
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void OnEnable()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null) _meshRenderer = GetComponentInChildren<MeshRenderer>();
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if (_meshRenderer != null) _meshRenderer.enabled = false; // 初始隐藏模型,只留描边
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CreateBlueOutline();
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_clickedOnce = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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void CreateBlueOutline()
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{
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if (_outlineRenderer != null) return;
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var ringGo = new GameObject("BlueRing");
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ringGo.transform.SetParent(transform, false);
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ringGo.transform.localPosition = new Vector3(0, 0.05f, 0);
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_outlineRenderer = ringGo.AddComponent<LineRenderer>();
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_outlineRenderer.useWorldSpace = true;
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_outlineRenderer.loop = true;
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_outlineRenderer.startWidth = 0.05f;
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_outlineRenderer.endWidth = 0.05f;
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_outlineRenderer.material = new Material(Shader.Find("Unlit/Color"));
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_outlineRenderer.material.color = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.startColor = new Color(0.2f, 0.5f, 1f);
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_outlineRenderer.endColor = new Color(0.2f, 0.5f, 1f);
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float r = 0.25f;
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int segs = 32;
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_outlineRenderer.positionCount = segs;
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Vector3 center = transform.position + Vector3.up * 0.1f;
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for (int i = 0; i < segs; i++)
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{
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float a = i * 2f * Mathf.PI / segs;
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_outlineRenderer.SetPosition(i, center + new Vector3(Mathf.Cos(a) * r, 0, Mathf.Sin(a) * r));
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}
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}
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System.Collections.IEnumerator BlinkOutline()
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{
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while (true)
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{
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if (_outlineRenderer != null)
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_outlineRenderer.enabled = !_outlineRenderer.enabled;
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yield return new WaitForSeconds(0.4f);
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}
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}
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void OnMouseDown()
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{
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// 阶段 0:4个ping依次首次点击(只显示模型)
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if (_firstClickCount < 4)
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{
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if (_clickedOnce) return;
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_clickedOnce = true;
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_firstClickCount++;
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = true;
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if (_outlineRenderer != null) _outlineRenderer.enabled = true;
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// 激活下个 ping
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if (nextPing != null) { nextPing.SetActive(true); Debug.Log($"[PingClick] {name} → {nextPing.name} 激活"); }
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Debug.Log($"[PingClick] {name} 第1击 (model显示, {_firstClickCount}/4)");
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, false);
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}
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// 阶段 1:4个全部首次点击后,第二击显示chanrao
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else
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{
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if (!_clickedOnce) return;
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if (chanraoObject != null) { chanraoObject.SetActive(true); Debug.Log($"[PingClick] {chanraoObject.name} 已显示"); }
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StopAllCoroutines();
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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if (_outlineRenderer != null) _outlineRenderer.enabled = false;
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gameObject.SetActive(false);
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Debug.Log($"[PingClick] {name} 第2击 (chanrao显示)");
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var sm = FindObjectOfType<StepManager>();
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if (sm != null) sm.RecordPingStep(pingIndex, true);
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}
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}
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/// <summary>上一步撤销:恢复到first-click状态</summary>
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public void UndoSecondClick()
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{
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if (!_clickedOnce) return;
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_clickedOnce = false;
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_firstClickCount--;
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gameObject.SetActive(true);
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if (_meshRenderer != null) _meshRenderer.enabled = false;
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StopAllCoroutines();
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StartCoroutine(BlinkOutline());
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}
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/// <summary>上一步撤销:隐藏自己,恢复前一个ping</summary>
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public void UndoShow()
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{
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gameObject.SetActive(false);
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}
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}
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