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VFSUnity/Assets/Scripts/UI/ExamPopup.cs
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using UnityEngine;
using UnityEngine.UI;
using System;
/// <summary>
/// 考核弹窗:选择题 + 操作确认。
/// 回调返回 proportion (0~1 得分比例) 和 feedback。
/// </summary>
public class ExamPopup : MonoBehaviour
{
[Header("UI 组件")]
[SerializeField] private GameObject _popupRoot;
[SerializeField] private Text _questionText;
[SerializeField] private Toggle[] _optionToggles;
[SerializeField] private Text[] _optionLabels;
[SerializeField] private Button _confirmButton;
[SerializeField] private Text _feedbackText;
[Header("操作题 UI")]
[SerializeField] private GameObject _operationPanel;
[SerializeField] private Text _operationHint;
private StepData _currentStep;
private Action<float, string> _onAnswerCallback;
private int _selectedIndex = -1;
private void Awake()
{
if (_confirmButton) _confirmButton.onClick.AddListener(OnConfirm);
if (_popupRoot != null) _popupRoot.SetActive(false);
}
public void Show(StepData step, Action<float, string> onAnswer)
{
_currentStep = step;
_onAnswerCallback = onAnswer;
_selectedIndex = -1;
if (_feedbackText != null) _feedbackText.text = "";
if (_popupRoot != null) _popupRoot.SetActive(true);
if (_questionText != null) _questionText.text = step.ExamQuestionText;
switch (step.CompleteType)
{
case StepCompleteType.MultipleChoice:
SetupMultipleChoice(step);
break;
case StepCompleteType.ClickObject:
SetupClickObject(step);
break;
case StepCompleteType.SequenceClick:
SetupSequenceClick(step);
break;
default:
SetupDefault(step);
break;
}
}
private void SetupMultipleChoice(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(false);
int optionCount = step.ExamOptions != null ? step.ExamOptions.Length : 0;
for (int i = 0; i < (_optionToggles != null ? _optionToggles.Length : 0); i++)
{
bool active = i < optionCount;
_optionToggles[i].gameObject.SetActive(active);
_optionToggles[i].isOn = false;
_optionToggles[i].onValueChanged.RemoveAllListeners();
int idx = i;
_optionToggles[i].onValueChanged.AddListener((val) => { if (val) _selectedIndex = idx; });
if (active && _optionLabels != null && i < _optionLabels.Length)
_optionLabels[i].text = step.ExamOptions[i];
}
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
}
private void SetupClickObject(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
if (_operationHint != null) _operationHint.text = "请点击场景中的 " + step.TargetTag + " 物体";
}
private void SetupSequenceClick(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
if (_operationHint != null) _operationHint.text = "请按正确顺序点击物体,完成后按确定";
}
private void SetupDefault(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(false);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
}
private void OnConfirm()
{
if (_currentStep == null) return;
float proportion = 1f;
string feedback = "";
if (_currentStep.CompleteType == StepCompleteType.MultipleChoice)
{
bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
proportion = correct ? 1f : 0f;
feedback = correct ? "" : _currentStep.ErrorFeedback;
if (!correct && _feedbackText != null)
_feedbackText.text = feedback;
}
_onAnswerCallback?.Invoke(proportion, feedback);
Hide();
}
public void Hide()
{
if (_popupRoot != null) _popupRoot.SetActive(false);
_currentStep = null;
_onAnswerCallback = null;
}
}