Files
VFSUnity/Assets/Scripts/Interaction/PingClickHandler.cs
T

299 lines
11 KiB
C#

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;
// 添加一个全局静态标志位,记录“语音是否已经被播放过了”,防止重复播放
private static bool _hasPlayedFinishVoice = false;
public bool CanBeClicked() { return _isBlinking; }
void OnEnable()
{
_enableFrame = Time.frameCount;
// 每次重新启用时(如果是第一轮的第一步),重置语音播放标志位
// 通过判断是否是第一轮的第一个 ping,或者直接在第一轮就重置
if (name == "ping.004" && !_modelShown)
{
_hasPlayedFinishVoice = false;
}
_modelRenderer = GetComponent<MeshRenderer>();
if (_modelRenderer == null) _modelRenderer = GetComponentInChildren<MeshRenderer>();
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
var colliders = GetComponents<Collider>();
foreach (var c in colliders)
{
if (c is BoxCollider || c is CapsuleCollider)
{
Destroy(c);
}
}
var sphere = GetComponent<SphereCollider>();
if (sphere == null) sphere = gameObject.AddComponent<SphereCollider>();
float maxScale = Mathf.Max(Mathf.Abs(transform.lossyScale.x), Mathf.Abs(transform.lossyScale.y), Mathf.Abs(transform.lossyScale.z));
if (maxScale < 0.001f) maxScale = 1f;
sphere.radius = 0.15f / maxScale;
sphere.center = Vector3.zero;
sphere.isTrigger = false;
sphere.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);
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 Update()
{
if (!_isBlinking) return;
if (!Input.GetMouseButtonDown(0)) return;
if (Time.frameCount == _enableFrame) return;
if (Time.frameCount == _lastClickedFrame) return;
if (UnityEngine.EventSystems.EventSystem.current != null &&
UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
return;
Camera activeCamera = null;
foreach (var c in Camera.allCameras)
{
if (c.enabled && c.gameObject.activeInHierarchy)
{
activeCamera = c;
}
}
if (activeCamera == null) return;
Vector3 screenPos = activeCamera.WorldToScreenPoint(transform.position);
if (screenPos.z < 0) return;
Vector2 mousePos = Input.mousePosition;
float myDist = Vector2.Distance(mousePos, new Vector2(screenPos.x, screenPos.y));
var allHandlers = FindObjectsOfType<PingClickHandler>();
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;
}
if (myDist < 120f)
{
Debug.Log($"[PingClick] 屏幕坐标命中: {name} (距离={myDist:F1}px)");
_lastClickedFrame = Time.frameCount;
_isBlinking = false;
PerformClick();
}
}
public void PerformClick()
{
if (!_modelShown)
{
_modelShown = true;
_isBlinking = false;
ActionHistory.Push(ActionHistory.ActionType.PingFirst, this);
StopAllCoroutines();
if (_modelRenderer != null) _modelRenderer.enabled = true;
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
if (nextPing != null) nextPing.SetActive(true);
else
{
var chanraotuibu = GameObject.Find("chanraotuibu");
if (chanraotuibu == null)
{
var mi = GameObject.Find("manInjury");
if (mi != null)
{
var t = mi.transform.Find("chanraotuibu");
if (t != null) chanraotuibu = t.gameObject;
}
}
if (chanraotuibu != null) chanraotuibu.SetActive(true);
Debug.Log($"[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<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);
var pings = Object.FindObjectsOfType<PingClickHandler>();
int remaining = 0;
foreach (var p in pings)
{
if (p.gameObject.activeInHierarchy && (p._isBlinking || p._modelShown))
remaining++;
}
if (remaining <= 1)
{
// 彻底修复:使用静态标志位锁定播放动作,这一轮绝不会播两次
if (!_hasPlayedFinishVoice)
{
_hasPlayedFinishVoice = true;
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
}
var uiMgr = FindObjectOfType<UIManager>();
if (uiMgr != null)
{
uiMgr.HideVideo();
uiMgr.ShowEndPanel(); // 调用显示结束面板
}
}
}
}
}
public void ReEnableBorder()
{
if (!_modelShown) return;
if (chanraoObject != null && chanraoObject.activeSelf)
{
return;
}
_isBlinking = true;
_enableFrame = Time.frameCount;
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;
// 撤销的时候,把语音锁打开,以便能够重新播放
_hasPlayedFinishVoice = false;
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;
gameObject.SetActive(false);
}
private void HideSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = false;
_isBlinking = false;
StopAllCoroutines();
gameObject.SetActive(false);
}
private void ShowSelf()
{
foreach (var r in GetComponentsInChildren<Renderer>(true)) r.enabled = true;
if (_outlineMesh != null) _outlineMesh.enabled = false;
}
public void ResetState()
{
_modelShown = false;
_isBlinking = true;
_enableFrame = Time.frameCount;
_hasPlayedFinishVoice = false;
if (_modelRenderer != null) _modelRenderer.enabled = false;
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());
}
}