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VFSUnity/Assets/Scripts/UI/PageController.cs
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using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 管理首页 -> 模式选择页 -> 固定方式选择页 -> 实验界面 的切换。
/// 挂在 Canvas 上,与 UIManager 协同工作。
/// </summary>
public class PageController : MonoBehaviour
{
[Header("=== 三个主页面 ===")]
[SerializeField] private GameObject _homePagePanel;
[SerializeField] private GameObject _modeSelectPanel;
[SerializeField] private GameObject _fixationPanel;
[Header("=== 实验内 UI(由 UIManager 管理)===")]
[SerializeField] private UIManager _uiManager;
[Header("=== 首页控件 ===")]
[SerializeField] private Button _btnStart;
[SerializeField] private Button _btnExit;
[Header("=== 模式选择页控件 ===")]
[SerializeField] private Button _btnBack;
[SerializeField] private Button _btnPracticeMode;
[SerializeField] private Button _btnExamMode;
[SerializeField] private Text _modeDescText;
[Header("=== 固定方式选择页控件 ===")]
[SerializeField] private Button _btnFixationBack;
[SerializeField] private Button _btnLimbFixation;
[SerializeField] private Button _btnSplintFixation;
[Header("=== 模式说明文案 ===")]
[SerializeField] [TextArea(2, 4)] private string _practiceModeDesc =
"● 模拟练习模式:不限时长,可反复练习。系统不评分,帮助您熟悉实验流程和操作步骤。";
[SerializeField] [TextArea(2, 4)] private string _examModeDesc =
"● 考核评估模式:限定时间,完成后系统自动评分,并提供详细反馈报告。";
[Header("=== 编辑器预览(仅 Editor 模式有效)===")]
[SerializeField] private EditorPreviewPage _editorPreview = EditorPreviewPage.None;
// Page 枚举改为 publicInspector 中可通过 _editorPreview 切换
public enum Page { Home, ModeSelect, Fixation, Experiment }
public enum EditorPreviewPage { None, Home, ModeSelect, Fixation, Experiment }
private Page _currentPage = Page.Home;
private ExperimentMode _selectedMode = ExperimentMode.Learn;
private void Start()
{
// 绑定首页按钮
if (_btnStart != null) _btnStart.onClick.AddListener(OnStartClicked);
if (_btnExit != null) _btnExit.onClick.AddListener(OnExitClicked);
// 绑定模式选择页按钮
if (_btnBack != null) _btnBack.onClick.AddListener(OnModeBackClicked);
if (_btnPracticeMode != null) _btnPracticeMode.onClick.AddListener(() => OnModeSelected(ExperimentMode.Learn));
if (_btnExamMode != null) _btnExamMode.onClick.AddListener(() => OnModeSelected(ExperimentMode.Exam));
// 绑定固定方式选择页按钮
if (_btnFixationBack != null) _btnFixationBack.onClick.AddListener(OnFixationBackClicked);
if (_btnLimbFixation != null) _btnLimbFixation.onClick.AddListener(() => OnFixationSelected(FixationMethod.LimbFixation));
if (_btnSplintFixation != null) _btnSplintFixation.onClick.AddListener(() => OnFixationSelected(FixationMethod.SplintFixation));
// 初始化模式说明文字
if (_modeDescText != null)
{
_modeDescText.text = _practiceModeDesc + "\n\n" + _examModeDesc;
}
// 初始显示首页
ShowPage(Page.Home);
}
#if UNITY_EDITOR
/// <summary>
/// 在 Inspector 中修改 _editorPreview 下拉框时,立即切换 Scene View 中显示的页面,
/// 方便编辑不同页面的 UI 布局。仅在非运行状态下生效。
/// </summary>
private void OnValidate()
{
if (Application.isPlaying) return;
// 延迟一帧执行,避免在序列化过程中修改场景导致警告
UnityEditor.EditorApplication.delayCall += () =>
{
if (this == null) return;
if (Application.isPlaying) return;
switch (_editorPreview)
{
case EditorPreviewPage.None:
// 不做任何切换,保留当前状态
break;
case EditorPreviewPage.Home:
ShowPageEditMode(Page.Home);
break;
case EditorPreviewPage.ModeSelect:
ShowPageEditMode(Page.ModeSelect);
break;
case EditorPreviewPage.Fixation:
ShowPageEditMode(Page.Fixation);
break;
case EditorPreviewPage.Experiment:
ShowPageEditMode(Page.Experiment);
break;
}
// 切换完成后重置为 None,避免与后续操作冲突
_editorPreview = EditorPreviewPage.None;
};
}
private void ShowPageEditMode(Page page)
{
if (_homePagePanel != null) _homePagePanel.SetActive(page == Page.Home);
if (_modeSelectPanel != null) _modeSelectPanel.SetActive(page == Page.ModeSelect);
if (_fixationPanel != null) _fixationPanel.SetActive(page == Page.Fixation);
if (_uiManager != null)
_uiManager.enabled = (page == Page.Experiment);
Debug.Log($"PageController(编辑器预览): 切换到 [{page}]");
}
#endif
#region 页面切换
private void ShowPage(Page page)
{
_currentPage = page;
if (_homePagePanel != null) _homePagePanel.SetActive(page == Page.Home);
if (_modeSelectPanel != null) _modeSelectPanel.SetActive(page == Page.ModeSelect);
if (_fixationPanel != null) _fixationPanel.SetActive(page == Page.Fixation);
if (_uiManager != null)
_uiManager.enabled = (page == Page.Experiment);
}
#endregion
#region 按钮回调
private void OnStartClicked()
{
ShowPage(Page.ModeSelect);
}
private void OnExitClicked()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
private void OnModeBackClicked()
{
ShowPage(Page.Home);
}
private void OnModeSelected(ExperimentMode mode)
{
_selectedMode = mode;
if (_modeDescText != null)
{
_modeDescText.text = mode == ExperimentMode.Learn
? _practiceModeDesc + "\n\n✓ 当前已选择「模拟练习模式」"
: _examModeDesc + "\n\n✓ 当前已选择「考核评估模式」";
}
ShowPage(Page.Fixation);
}
private void OnFixationBackClicked()
{
if (_modeDescText != null)
{
_modeDescText.text = _practiceModeDesc + "\n\n" + _examModeDesc;
}
ShowPage(Page.ModeSelect);
}
private void OnFixationSelected(FixationMethod method)
{
var gm = GameManager.Instance;
if (gm == null)
{
Debug.LogError("PageController: GameManager.Instance 为空!");
return;
}
gm.CurrentMode = _selectedMode;
gm.CurrentFixationMethod = method;
ShowPage(Page.Experiment);
var stepManager = FindObjectOfType<StepManager>();
if (stepManager != null)
{
stepManager.InitializeFromGameManager();
}
}
#endregion
}