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VFSUnity/Assets/Scripts/Core/GameManager.cs
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2026-06-24 02:07:43 +08:00
using UnityEngine;
/// <summary>
/// 全局单例管理器:持有当前实验的类型、模式、固定方式与加权分数。
/// 挂在场景第一个 GameObject 上,设置 DontDestroyOnLoad。
/// </summary>
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
[Header("当前实验设置(运行时赋值)")]
public ExperimentType CurrentExperimentType = ExperimentType.FractureFixation;
public ExperimentMode CurrentMode = ExperimentMode.Learn;
public FixationMethod CurrentFixationMethod = FixationMethod.LimbFixation;
[Header("加权评分")]
public float TotalWeightedScore; // 实际得分(加权累加)
public float MaxWeightedScore = 100f; // 总分
[Header("考核记录")]
public float[] StepScores; // 每步实际得分(含权重)
public float[] StepMaxScores; // 每步满分(权重值)
public string[] StepFeedback; // 每题错误反馈文本
public bool[] StepCorrect; // 每题是否有任何得分
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
/// <summary>初始化考核记录数组</summary>
public void InitExamRecord(int stepCount)
{
StepScores = new float[stepCount];
StepMaxScores = new float[stepCount];
StepFeedback = new string[stepCount];
StepCorrect = new bool[stepCount];
TotalWeightedScore = 0f;
}
/// <summary>
/// 记录一个考核步骤的结果。
/// proportion 为 0~1,表示得分比例(SequenceClick 类型部分正确时用到)。
/// </summary>
public void RecordExamResult(int stepIndex, float maxScore, float proportion, string feedback)
{
if (StepScores == null || stepIndex >= StepScores.Length) return;
StepMaxScores[stepIndex] = maxScore;
float earned = maxScore * Mathf.Clamp01(proportion);
StepScores[stepIndex] = earned;
StepFeedback[stepIndex] = feedback;
StepCorrect[stepIndex] = proportion > 0f;
TotalWeightedScore += earned;
}
/// <summary>按百分比返回考核分数</summary>
public float GetExamPercentage()
{
if (MaxWeightedScore <= 0f) return 0f;
return TotalWeightedScore / MaxWeightedScore * 100f;
}
/// <summary>获取总分(整数)</summary>
public int GetExamScoreRounded()
{
return Mathf.RoundToInt(TotalWeightedScore);
}
}