fix: WebGL关闭Brotli压缩解决服务器部署.br解析问题; 新增PageController编辑器页面预览下拉框; 创建FractureFixationConfig ScriptableObject; 修复ExperimentFlowCoordinator自动初始化问题
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m_EditorClassIdentifier:
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ScoreWeight: 10
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TipText: "Tip\uFF1A\u8BF7\u5728\u6B63\u786E\u7684\u4F4D\u7F6E\u7A7F\u5BBD\u5EA6\u7EA610cm\u7684\u5E26\u5B50"
|
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DialogueText:
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DetailedContent:
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ExamQuestionText: "\u8BF7\u9009\u62E9\u5408\u9002\u7684\u5E26\u5B50\u5BBD\u5EA6"
|
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ExamOptions:
|
||||
- 5cm
|
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- 10cm
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- 20cm
|
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CorrectOptionIndex: 1
|
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ErrorFeedback: "\u5E94\u9009\u62E910cm\u5BBD\u5EA6\u7684\u5E26\u5B50"
|
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CompleteType: 4
|
||||
TargetTag: BandagePos1
|
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ClickSequenceTags: []
|
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IsSplintOnly: 0
|
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ShowPipVideo: 1
|
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VideoFileName: bandage_demo.mp4
|
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--- !u!114 &7458162247652040644
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorClassIdentifier:
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ScoreWeight: 10
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SubStepCount: 1
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StepName: FinalCheck
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TipText: "Tip\uFF1A\u5305\u624E\u5B8C\u6BD5\u8BF7\u68C0\u67E5\u4F24\u80A2\u8840\u6DB2\u5FAA\u73AF\uFF0C\u8FD0\u52A8\u53CA\u611F\u89C9\u3002"
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DialogueText: "\u4F24\u5458\u4E00\u5207\u6B63\u5E38\uFF0C\u5305\u624E\u5B8C\u6BD5\u3002"
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ExamQuestionText: "\u5305\u624E\u5B8C\u6BD5\uFF0C\u8BF7\u786E\u8BA4\u5E76\u7ED3\u675F\u5B9E\u9A8C"
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ExamOptions: []
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CorrectOptionIndex: -1
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ErrorFeedback:
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ClickSequenceTags: []
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VideoFileName:
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--- !u!114 &8462047121893510914
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MonoBehaviour:
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m_ObjectHideFlags: 0
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ScoreWeight: 10
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TipText: "Tip\uFF1A\u8BF7\u5728\u4E24\u4E0B\u80A2\u95F4\u52A0\u886C\u57AB\uFF0C\u79FB\u52A8\u5065\u80A2\uFF0C\u5C06\u53CC\u4E0B\u80A2\u8F7B\u8F7B\u5E76\u62E2"
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DialogueText:
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DetailedContent:
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ExamQuestionText: "\u8BF7\u9009\u62E9\u6B63\u786E\u7684\u653E\u5E26\u5B50\u987A\u5E8F"
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ExamOptions: []
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CorrectOptionIndex: -1
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ErrorFeedback: "\u653E\u5E26\u5B50\u987A\u5E8F\u4E0D\u6B63\u786E"
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CompleteType: 2
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ClickSequenceTags: []
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VideoFileName:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1836,7 +1836,7 @@ MonoBehaviour:
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_uiManager: {fileID: 1642393470}
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_animationHandler: {fileID: 0}
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_audioManager: {fileID: 441640510}
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_defaultConfig: {fileID: 0}
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_defaultConfig: {fileID: 11400000, guid: 4b8186bf740de49458c808d08f2ddd4c, type: 2}
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--- !u!114 &441640513
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -1849,7 +1849,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a2535da3ddf9046e686f9b0d2ce5f569, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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Config: {fileID: 0}
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Config: {fileID: 11400000, guid: 4b8186bf740de49458c808d08f2ddd4c, type: 2}
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OnStepChanged:
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||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -5780,6 +5780,7 @@ MonoBehaviour:
|
||||
_btnSplintFixation: {fileID: 327179436}
|
||||
_practiceModeDesc: "\u25CF \u6A21\u62DF\u7EC3\u4E60\u6A21\u5F0F\uFF1A\u4E0D\u9650\u65F6\u957F\uFF0C\u53EF\u53CD\u590D\u7EC3\u4E60\u3002\u7CFB\u7EDF\u4E0D\u8BC4\u5206\uFF0C\u5E2E\u52A9\u60A8\u719F\u6089\u5B9E\u9A8C\u6D41\u7A0B\u548C\u64CD\u4F5C\u6B65\u9AA4\u3002"
|
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_examModeDesc: "\u25CF \u8003\u6838\u8BC4\u4F30\u6A21\u5F0F\uFF1A\u9650\u5B9A\u65F6\u95F4\uFF0C\u5B8C\u6210\u540E\u7CFB\u7EDF\u81EA\u52A8\u8BC4\u5206\uFF0C\u5E76\u63D0\u4F9B\u8BE6\u7EC6\u53CD\u9988\u62A5\u544A\u3002"
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_editorPreview: 0
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--- !u!1 &1654726178
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GameObject:
|
||||
m_ObjectHideFlags: 0
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||||
|
||||
@@ -3,7 +3,9 @@ using UnityEngine;
|
||||
/// <summary>
|
||||
/// 实验场景的总协调器:挂载在 Experiment 场景的根 GameObject 上,
|
||||
/// 负责将 StepManager / InteractionSystem / UIManager 串联在一起。
|
||||
/// 考核模式以 proportion(0~1)计分。
|
||||
///
|
||||
/// 不再在 Start() 中自动初始化 StepManager——由 PageController 在用户选择
|
||||
/// 固定方式后触发 InitializeFromGameManager()。
|
||||
/// </summary>
|
||||
public class ExperimentFlowCoordinator : MonoBehaviour
|
||||
{
|
||||
@@ -14,11 +16,15 @@ public class ExperimentFlowCoordinator : MonoBehaviour
|
||||
[SerializeField] private StepAnimationHandler _animationHandler;
|
||||
[SerializeField] private AudioManager _audioManager;
|
||||
|
||||
[Header("配置")]
|
||||
[Header("兜底配置(当 StepManager.Config 未在 Inspector 中赋值时使用)")]
|
||||
[SerializeField] private ExperimentConfig _defaultConfig;
|
||||
|
||||
/// <summary>供 StepManager 读取兜底配置</summary>
|
||||
public ExperimentConfig DefaultConfig => _defaultConfig;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 只绑定事件回调,不自动初始化实验流程
|
||||
if (_interactionSystem != null && _stepManager != null)
|
||||
{
|
||||
_interactionSystem.OnObjectClicked.AddListener(OnObjectClicked);
|
||||
@@ -30,12 +36,14 @@ public class ExperimentFlowCoordinator : MonoBehaviour
|
||||
_stepManager.OnStepChanged.AddListener(_animationHandler.PlayStepAnimation);
|
||||
}
|
||||
|
||||
if (_defaultConfig != null)
|
||||
// 将兜底配置传给 StepManager
|
||||
if (_stepManager != null && _stepManager.Config == null && _defaultConfig != null)
|
||||
{
|
||||
_stepManager.Config = _defaultConfig;
|
||||
}
|
||||
|
||||
_stepManager.InitializeFromGameManager();
|
||||
// 实验流程由 PageController 在用户选择完模式和固定方式后启动
|
||||
Debug.Log("ExperimentFlowCoordinator: 就绪,等待 PageController 触发实验启动。");
|
||||
}
|
||||
|
||||
#region 交互回调
|
||||
@@ -62,12 +70,10 @@ public class ExperimentFlowCoordinator : MonoBehaviour
|
||||
break;
|
||||
|
||||
case StepCompleteType.SequenceClick:
|
||||
// 按子项命中比例计分
|
||||
bool isComplete;
|
||||
bool isCorrect = _interactionSystem.TrySequenceClick(tag, out isComplete);
|
||||
if (isComplete)
|
||||
{
|
||||
// 取当前序列已命中数 / 总子项数
|
||||
int hit = _interactionSystem.GetSequenceHitCount();
|
||||
int total = step.ClickSequenceTags?.Length ?? step.SubStepCount;
|
||||
float proportion = total > 0 ? (float)hit / total : 1f;
|
||||
|
||||
@@ -8,31 +8,33 @@ using UnityEngine.Events;
|
||||
/// </summary>
|
||||
public class StepManager : MonoBehaviour
|
||||
{
|
||||
[Header("配置")]
|
||||
[Header("配置(优先级:Inspector直接赋值 > ExperimentFlowCoordinator兜底 > Resources加载)")]
|
||||
public ExperimentConfig Config;
|
||||
|
||||
[Header("事件(拖入场景对象或通过代码绑定)")]
|
||||
public UnityEvent<int> OnStepChanged; // 步骤切换时触发,传新步骤索引
|
||||
public UnityEvent<string> OnTipChanged; // Tip 文案更新
|
||||
public UnityEvent<string> OnDialogueChanged; // 角色对话更新
|
||||
public UnityEvent<StepData> OnExamPopup; // 考核弹窗触发,传当前 StepData
|
||||
public UnityEvent<string> OnDetailedContent; // 详细操作说明更新(甲方补充)
|
||||
public UnityEvent OnExperimentComplete; // 实验全部完成
|
||||
public UnityEvent<string, bool> OnVideoToggle; // 画中画视频开关(文件名, 是否激活)
|
||||
public UnityEvent<bool> OnModeUIUpdate; // 通知 UI 刷新模式按钮状态
|
||||
public UnityEvent<int> OnStepChanged;
|
||||
public UnityEvent<string> OnTipChanged;
|
||||
public UnityEvent<string> OnDialogueChanged;
|
||||
public UnityEvent<StepData> OnExamPopup;
|
||||
public UnityEvent<string> OnDetailedContent;
|
||||
public UnityEvent OnExperimentComplete;
|
||||
public UnityEvent<string, bool> OnVideoToggle;
|
||||
public UnityEvent<bool> OnModeUIUpdate;
|
||||
|
||||
// 私有状态
|
||||
private StepData[] _activeSteps;
|
||||
private int _currentStepIndex = -1;
|
||||
private ExperimentMode _mode;
|
||||
private FixationMethod _fixation;
|
||||
private bool _initialized = false;
|
||||
|
||||
public int CurrentStepIndex => _currentStepIndex;
|
||||
public int TotalSteps => _activeSteps != null ? _activeSteps.Length : 0;
|
||||
public ExperimentMode Mode => _mode;
|
||||
public FixationMethod Fixation => _fixation;
|
||||
public bool IsInitialized => _initialized;
|
||||
|
||||
/// <summary>用 GameManager 的当前设置初始化实验流程</summary>
|
||||
/// <summary>用 GameManager 的当前设置初始化</summary>
|
||||
public void InitializeFromGameManager()
|
||||
{
|
||||
var gm = GameManager.Instance;
|
||||
@@ -43,16 +45,33 @@ public class StepManager : MonoBehaviour
|
||||
/// <summary>显式指定参数初始化</summary>
|
||||
public void Initialize(ExperimentType type, ExperimentMode mode, FixationMethod fixation)
|
||||
{
|
||||
_mode = mode;
|
||||
_fixation = fixation;
|
||||
|
||||
Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
|
||||
// 如果 Inspector 里没有直接拖 Config,尝试从 ExperimentFlowCoordinator 获取兜底配置
|
||||
if (Config == null)
|
||||
{
|
||||
Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type},请在 Resources/Configs/ 下创建");
|
||||
var coordinator = FindObjectOfType<ExperimentFlowCoordinator>();
|
||||
if (coordinator != null && coordinator.DefaultConfig != null)
|
||||
{
|
||||
Config = coordinator.DefaultConfig;
|
||||
}
|
||||
}
|
||||
|
||||
// 最后尝试从 Resources 加载
|
||||
if (Config == null)
|
||||
{
|
||||
Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
|
||||
}
|
||||
|
||||
if (Config == null)
|
||||
{
|
||||
Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type}。" +
|
||||
"请在 Inspector 中直接拖入 Config,或在 ExperimentFlowCoordinator 上设置 Default Config," +
|
||||
"或在 Resources/Configs/ 下创建 ScriptableObject。");
|
||||
return;
|
||||
}
|
||||
|
||||
_mode = mode;
|
||||
_fixation = fixation;
|
||||
|
||||
_activeSteps = Config.GetStepsFor(mode, fixation);
|
||||
if (_activeSteps == null || _activeSteps.Length == 0)
|
||||
{
|
||||
@@ -61,6 +80,7 @@ public class StepManager : MonoBehaviour
|
||||
}
|
||||
|
||||
_currentStepIndex = -1;
|
||||
_initialized = true;
|
||||
|
||||
if (mode == ExperimentMode.Exam)
|
||||
GameManager.Instance.InitExamRecord(_activeSteps.Length);
|
||||
@@ -69,7 +89,6 @@ public class StepManager : MonoBehaviour
|
||||
GoToStep(0);
|
||||
}
|
||||
|
||||
/// <summary>跳转到指定步骤(含边界检查)</summary>
|
||||
public void GoToStep(int index)
|
||||
{
|
||||
if (_activeSteps == null) return;
|
||||
@@ -103,7 +122,6 @@ public class StepManager : MonoBehaviour
|
||||
OnStepChanged?.Invoke(_currentStepIndex);
|
||||
}
|
||||
|
||||
/// <summary>下一步</summary>
|
||||
public void NextStep()
|
||||
{
|
||||
if (_activeSteps == null) return;
|
||||
@@ -115,14 +133,12 @@ public class StepManager : MonoBehaviour
|
||||
GoToStep(_currentStepIndex + 1);
|
||||
}
|
||||
|
||||
/// <summary>上一步</summary>
|
||||
public void PreviousStep()
|
||||
{
|
||||
if (_activeSteps == null || _currentStepIndex <= 0) return;
|
||||
GoToStep(_currentStepIndex - 1);
|
||||
}
|
||||
|
||||
/// <summary>获取当前步骤数据(只读)</summary>
|
||||
public StepData GetCurrentStep()
|
||||
{
|
||||
if (_activeSteps == null || _currentStepIndex < 0 || _currentStepIndex >= _activeSteps.Length)
|
||||
@@ -130,10 +146,6 @@ public class StepManager : MonoBehaviour
|
||||
return _activeSteps[_currentStepIndex];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当前步骤互动完成后的回调。
|
||||
/// proportion: 得分比例 0~1(SequenceClick 按子项命中比例,其余全对=1,全错=0)。
|
||||
/// </summary>
|
||||
public void OnStepInteractionComplete(float proportion = 1f, string feedback = "")
|
||||
{
|
||||
var step = GetCurrentStep();
|
||||
@@ -149,21 +161,18 @@ public class StepManager : MonoBehaviour
|
||||
NextStep();
|
||||
}
|
||||
|
||||
/// <summary>实验完成</summary>
|
||||
private void CompleteExperiment()
|
||||
{
|
||||
Debug.Log("StepManager: 实验流程结束");
|
||||
OnExperimentComplete?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>切换模式(学习 ↔ 考核),从头开始</summary>
|
||||
public void SwitchMode(ExperimentMode newMode)
|
||||
{
|
||||
GameManager.Instance.CurrentMode = newMode;
|
||||
Initialize(GameManager.Instance.CurrentExperimentType, newMode, GameManager.Instance.CurrentFixationMethod);
|
||||
}
|
||||
|
||||
/// <summary>切换固定方式,从头开始</summary>
|
||||
public void SwitchFixation(FixationMethod newFixation)
|
||||
{
|
||||
GameManager.Instance.CurrentFixationMethod = newFixation;
|
||||
|
||||
@@ -36,7 +36,13 @@ public class PageController : MonoBehaviour
|
||||
[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。";
|
||||
|
||||
private enum Page { Home, ModeSelect, Fixation, Experiment }
|
||||
[Header("=== 编辑器预览(仅 Editor 模式有效)===")]
|
||||
[SerializeField] private EditorPreviewPage _editorPreview = EditorPreviewPage.None;
|
||||
|
||||
// Page 枚举改为 public,Inspector 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;
|
||||
|
||||
@@ -66,6 +72,58 @@ public class PageController : MonoBehaviour
|
||||
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)
|
||||
@@ -76,7 +134,6 @@ public class PageController : MonoBehaviour
|
||||
if (_modeSelectPanel != null) _modeSelectPanel.SetActive(page == Page.ModeSelect);
|
||||
if (_fixationPanel != null) _fixationPanel.SetActive(page == Page.Fixation);
|
||||
|
||||
// 实验内界面:隐藏所有实验 UI,等模式确定后再由 UIManager 激活
|
||||
if (_uiManager != null)
|
||||
_uiManager.enabled = (page == Page.Experiment);
|
||||
}
|
||||
@@ -99,18 +156,15 @@ public class PageController : MonoBehaviour
|
||||
#endif
|
||||
}
|
||||
|
||||
// 模式选择页 -> 返回首页
|
||||
private void OnModeBackClicked()
|
||||
{
|
||||
ShowPage(Page.Home);
|
||||
}
|
||||
|
||||
// 选择模式后 -> 进入固定方式选择页
|
||||
private void OnModeSelected(ExperimentMode mode)
|
||||
{
|
||||
_selectedMode = mode;
|
||||
|
||||
// 更新说明文案显示当前选择
|
||||
if (_modeDescText != null)
|
||||
{
|
||||
_modeDescText.text = mode == ExperimentMode.Learn
|
||||
@@ -121,10 +175,8 @@ public class PageController : MonoBehaviour
|
||||
ShowPage(Page.Fixation);
|
||||
}
|
||||
|
||||
// 固定方式选择页 -> 返回模式选择页
|
||||
private void OnFixationBackClicked()
|
||||
{
|
||||
// 恢复原始说明文案
|
||||
if (_modeDescText != null)
|
||||
{
|
||||
_modeDescText.text = _practiceModeDesc + "\n\n" + _examModeDesc;
|
||||
@@ -133,7 +185,6 @@ public class PageController : MonoBehaviour
|
||||
ShowPage(Page.ModeSelect);
|
||||
}
|
||||
|
||||
// 选择固定方式后 -> 进入实验
|
||||
private void OnFixationSelected(FixationMethod method)
|
||||
{
|
||||
var gm = GameManager.Instance;
|
||||
@@ -146,10 +197,8 @@ public class PageController : MonoBehaviour
|
||||
gm.CurrentMode = _selectedMode;
|
||||
gm.CurrentFixationMethod = method;
|
||||
|
||||
// 切换到实验界面
|
||||
ShowPage(Page.Experiment);
|
||||
|
||||
// 启动实验流程
|
||||
var stepManager = FindObjectOfType<StepManager>();
|
||||
if (stepManager != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user