<解決Q7>
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@ -90,12 +90,20 @@ public class NetworkMessageHandler : MonoBehaviour
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}
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break;
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case "workProcess":
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{
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switch(msg.payload)
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{
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switch (msg.payload)
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{
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case "exit":
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if (ServerWorkSceneController.Instance)
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// ⭐ 修正點 1: 處理 workProcess/exit
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// 不再直接呼叫 processStep(9) 或 (10)。改為發送訊號給 Panel,讓 Panel 執行雙重檢查。
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if (ServerWorkMessageReplyExitPanel.Instance)
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{
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Debug.Log("NetworkMessageHandler: 收到 workProcess/exit 訊號,通知影片面板。");
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ServerWorkMessageReplyExitPanel.Instance.ReceiveClientSignal();
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}
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else if (ServerWorkSceneController.Instance)
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{
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// 備用機制:如果 Panel 不存在,則直接跳轉。
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ServerWorkSceneController.Instance.processStep(9);
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}
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break;
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@ -109,7 +117,7 @@ public class NetworkMessageHandler : MonoBehaviour
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}
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break;
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case "gameSurvey":
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{
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{
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GameMessageSurvey msgObj = JsonUtility.FromJson<GameMessageSurvey>(msg.payload);
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if (msgObj != null)
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@ -118,11 +126,27 @@ public class NetworkMessageHandler : MonoBehaviour
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GlobalData.SURVEY_STAR2 = msgObj.val2;
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GlobalData.SURVEY_STAR3 = msgObj.val3;
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GlobalData.SURVEY_TEXT = msgObj.text1;
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// ⭐ 修正點 2: 處理 gameSurvey
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// 收到問卷資料後,不再強制切換場景 (Step 10)。
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// 我們讓 Panel 在影片播完後,再切換到 Step 10。
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// 但是,如果 Client 先發送問卷 (gameSurvey),這代表 Client 已經通過了 exit 流程。
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// 因此,我們將 gameSurvey 視為 Client 對整個 Exit 流程的確認。
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if (ServerWorkSceneController.Instance)
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{
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//不用馬上跳場警,等到動畫結束自動跳場警
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//ServerWorkSceneController.Instance.processStep(10);
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// 移除上次修正中新增的 processStep(10),改為呼叫雙重檢查。
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// 這是因為 gameSurvey 也是 Client 流程結束的訊號之一。
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}
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// 讓 ServerWorkMessageReplyExitPanel 執行雙重檢查
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if (ServerWorkMessageReplyExitPanel.Instance)
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{
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Debug.Log("NetworkMessageHandler: 收到 gameSurvey 訊號,通知影片面板進行雙重檢查。");
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ServerWorkMessageReplyExitPanel.Instance.ReceiveClientSignal();
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}
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// 確保資料載入
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if (ServerWorkMessageReplyExitSurveyPanel.Instance)
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{
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ServerWorkMessageReplyExitSurveyPanel.Instance.loadSurveyData();
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@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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@ -12,14 +12,21 @@ public class ServerWorkMessageReplyExitPanel : MonoBehaviour
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public VideoPlayer videoPlayer;
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public RawImage videoDisplay;
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// ⭐ 新增:雙重檢查旗標
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private bool isVideoFinished = false;
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private bool isSignalReceived = false;
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private void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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SetupVideoPlayer();
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// ⭐ 重置狀態,確保每次啟動都是新的檢查
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isVideoFinished = false;
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isSignalReceived = false;
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}
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public void play()
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@ -42,7 +49,8 @@ public class ServerWorkMessageReplyExitPanel : MonoBehaviour
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{
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if (videoPlayer != null)
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{
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// 設置影片結束事件
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// 設置影片結束事件,確保只訂閱一次
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videoPlayer.loopPointReached -= OnVideoFinished;
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videoPlayer.loopPointReached += OnVideoFinished;
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// 設置影片顯示
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@ -60,7 +68,37 @@ public class ServerWorkMessageReplyExitPanel : MonoBehaviour
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void OnVideoFinished(VideoPlayer vp)
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{
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Debug.Log("影片播放完成");
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ServerWorkSceneController.Instance.processStep(10);
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// ⭐ 設置影片完成旗標
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isVideoFinished = true;
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// ⭐ 嘗試切換場景
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TryProceedToNextStep();
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}
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}
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// ⭐ 新增:接收 Client 訊號的方法 (由 NetworkMessageHandler 呼叫)
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public void ReceiveClientSignal()
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{
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Debug.Log("收到 Client 的 Exit 訊號。");
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// ⭐ 設置訊號接收旗標
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isSignalReceived = true;
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// ⭐ 嘗試切換場景
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TryProceedToNextStep();
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}
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// ⭐ 核心邏輯:只有在兩個條件都滿足時才切換場景
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private void TryProceedToNextStep()
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{
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// 只有當影片播放完成 (isVideoFinished) 且 Client 訊號已收到 (isSignalReceived) 時,才執行下一步驟。
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if (isVideoFinished && isSignalReceived)
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{
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Debug.Log("雙重檢查通過:影片和訊號皆已完成,切換到 Step 10。");
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if (ServerWorkSceneController.Instance != null)
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{
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ServerWorkSceneController.Instance.processStep(10);
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}
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}
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else
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{
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Debug.Log($"等待另一個條件完成。狀態:影片完成={isVideoFinished}, 訊號接收={isSignalReceived}");
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}
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}
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}
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