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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@@ -3,7 +3,9 @@ using UnityEngine;
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/// <summary>
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/// 实验场景的总协调器:挂载在 Experiment 场景的根 GameObject 上,
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/// 负责将 StepManager / InteractionSystem / UIManager 串联在一起。
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/// 考核模式以 proportion(0~1)计分。
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///
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/// 不再在 Start() 中自动初始化 StepManager——由 PageController 在用户选择
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/// 固定方式后触发 InitializeFromGameManager()。
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/// </summary>
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public class ExperimentFlowCoordinator : MonoBehaviour
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{
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@@ -14,11 +16,15 @@ public class ExperimentFlowCoordinator : MonoBehaviour
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[SerializeField] private StepAnimationHandler _animationHandler;
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[SerializeField] private AudioManager _audioManager;
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[Header("配置")]
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[Header("兜底配置(当 StepManager.Config 未在 Inspector 中赋值时使用)")]
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[SerializeField] private ExperimentConfig _defaultConfig;
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/// <summary>供 StepManager 读取兜底配置</summary>
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public ExperimentConfig DefaultConfig => _defaultConfig;
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private void Start()
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{
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// 只绑定事件回调,不自动初始化实验流程
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if (_interactionSystem != null && _stepManager != null)
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{
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_interactionSystem.OnObjectClicked.AddListener(OnObjectClicked);
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@@ -30,12 +36,14 @@ public class ExperimentFlowCoordinator : MonoBehaviour
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_stepManager.OnStepChanged.AddListener(_animationHandler.PlayStepAnimation);
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}
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if (_defaultConfig != null)
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// 将兜底配置传给 StepManager
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if (_stepManager != null && _stepManager.Config == null && _defaultConfig != null)
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{
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_stepManager.Config = _defaultConfig;
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}
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_stepManager.InitializeFromGameManager();
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// 实验流程由 PageController 在用户选择完模式和固定方式后启动
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Debug.Log("ExperimentFlowCoordinator: 就绪,等待 PageController 触发实验启动。");
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}
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#region 交互回调
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@@ -62,12 +70,10 @@ public class ExperimentFlowCoordinator : MonoBehaviour
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break;
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case StepCompleteType.SequenceClick:
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// 按子项命中比例计分
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bool isComplete;
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bool isCorrect = _interactionSystem.TrySequenceClick(tag, out isComplete);
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if (isComplete)
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{
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// 取当前序列已命中数 / 总子项数
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int hit = _interactionSystem.GetSequenceHitCount();
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int total = step.ClickSequenceTags?.Length ?? step.SubStepCount;
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float proportion = total > 0 ? (float)hit / total : 1f;
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@@ -8,31 +8,33 @@ using UnityEngine.Events;
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/// </summary>
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public class StepManager : MonoBehaviour
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{
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[Header("配置")]
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[Header("配置(优先级:Inspector直接赋值 > ExperimentFlowCoordinator兜底 > Resources加载)")]
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public ExperimentConfig Config;
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[Header("事件(拖入场景对象或通过代码绑定)")]
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public UnityEvent<int> OnStepChanged; // 步骤切换时触发,传新步骤索引
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public UnityEvent<string> OnTipChanged; // Tip 文案更新
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public UnityEvent<string> OnDialogueChanged; // 角色对话更新
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public UnityEvent<StepData> OnExamPopup; // 考核弹窗触发,传当前 StepData
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public UnityEvent<string> OnDetailedContent; // 详细操作说明更新(甲方补充)
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public UnityEvent OnExperimentComplete; // 实验全部完成
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public UnityEvent<string, bool> OnVideoToggle; // 画中画视频开关(文件名, 是否激活)
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public UnityEvent<bool> OnModeUIUpdate; // 通知 UI 刷新模式按钮状态
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public UnityEvent<int> OnStepChanged;
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public UnityEvent<string> OnTipChanged;
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public UnityEvent<string> OnDialogueChanged;
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public UnityEvent<StepData> OnExamPopup;
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public UnityEvent<string> OnDetailedContent;
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public UnityEvent OnExperimentComplete;
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public UnityEvent<string, bool> OnVideoToggle;
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public UnityEvent<bool> OnModeUIUpdate;
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// 私有状态
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private StepData[] _activeSteps;
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private int _currentStepIndex = -1;
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private ExperimentMode _mode;
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private FixationMethod _fixation;
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private bool _initialized = false;
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public int CurrentStepIndex => _currentStepIndex;
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public int TotalSteps => _activeSteps != null ? _activeSteps.Length : 0;
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public ExperimentMode Mode => _mode;
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public FixationMethod Fixation => _fixation;
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public bool IsInitialized => _initialized;
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/// <summary>用 GameManager 的当前设置初始化实验流程</summary>
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/// <summary>用 GameManager 的当前设置初始化</summary>
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public void InitializeFromGameManager()
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{
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var gm = GameManager.Instance;
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@@ -43,16 +45,33 @@ public class StepManager : MonoBehaviour
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/// <summary>显式指定参数初始化</summary>
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public void Initialize(ExperimentType type, ExperimentMode mode, FixationMethod fixation)
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{
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_mode = mode;
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_fixation = fixation;
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Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
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// 如果 Inspector 里没有直接拖 Config,尝试从 ExperimentFlowCoordinator 获取兜底配置
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if (Config == null)
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{
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Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type},请在 Resources/Configs/ 下创建");
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var coordinator = FindObjectOfType<ExperimentFlowCoordinator>();
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if (coordinator != null && coordinator.DefaultConfig != null)
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{
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Config = coordinator.DefaultConfig;
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}
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}
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// 最后尝试从 Resources 加载
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if (Config == null)
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{
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Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
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}
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if (Config == null)
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{
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Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type}。" +
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"请在 Inspector 中直接拖入 Config,或在 ExperimentFlowCoordinator 上设置 Default Config," +
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"或在 Resources/Configs/ 下创建 ScriptableObject。");
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return;
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}
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_mode = mode;
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_fixation = fixation;
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_activeSteps = Config.GetStepsFor(mode, fixation);
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if (_activeSteps == null || _activeSteps.Length == 0)
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{
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@@ -61,6 +80,7 @@ public class StepManager : MonoBehaviour
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}
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_currentStepIndex = -1;
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_initialized = true;
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if (mode == ExperimentMode.Exam)
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GameManager.Instance.InitExamRecord(_activeSteps.Length);
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@@ -69,7 +89,6 @@ public class StepManager : MonoBehaviour
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GoToStep(0);
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}
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/// <summary>跳转到指定步骤(含边界检查)</summary>
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public void GoToStep(int index)
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{
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if (_activeSteps == null) return;
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@@ -103,7 +122,6 @@ public class StepManager : MonoBehaviour
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OnStepChanged?.Invoke(_currentStepIndex);
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}
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/// <summary>下一步</summary>
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public void NextStep()
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{
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if (_activeSteps == null) return;
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@@ -115,14 +133,12 @@ public class StepManager : MonoBehaviour
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GoToStep(_currentStepIndex + 1);
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}
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/// <summary>上一步</summary>
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public void PreviousStep()
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{
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if (_activeSteps == null || _currentStepIndex <= 0) return;
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GoToStep(_currentStepIndex - 1);
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}
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/// <summary>获取当前步骤数据(只读)</summary>
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public StepData GetCurrentStep()
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{
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if (_activeSteps == null || _currentStepIndex < 0 || _currentStepIndex >= _activeSteps.Length)
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@@ -130,10 +146,6 @@ public class StepManager : MonoBehaviour
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return _activeSteps[_currentStepIndex];
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}
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/// <summary>
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/// 当前步骤互动完成后的回调。
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/// proportion: 得分比例 0~1(SequenceClick 按子项命中比例,其余全对=1,全错=0)。
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/// </summary>
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public void OnStepInteractionComplete(float proportion = 1f, string feedback = "")
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{
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var step = GetCurrentStep();
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@@ -149,21 +161,18 @@ public class StepManager : MonoBehaviour
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NextStep();
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}
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/// <summary>实验完成</summary>
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private void CompleteExperiment()
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{
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Debug.Log("StepManager: 实验流程结束");
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OnExperimentComplete?.Invoke();
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}
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/// <summary>切换模式(学习 ↔ 考核),从头开始</summary>
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public void SwitchMode(ExperimentMode newMode)
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{
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GameManager.Instance.CurrentMode = newMode;
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Initialize(GameManager.Instance.CurrentExperimentType, newMode, GameManager.Instance.CurrentFixationMethod);
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}
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/// <summary>切换固定方式,从头开始</summary>
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public void SwitchFixation(FixationMethod newFixation)
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{
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GameManager.Instance.CurrentFixationMethod = newFixation;
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@@ -36,7 +36,13 @@ public class PageController : MonoBehaviour
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[SerializeField] [TextArea(2, 4)] private string _examModeDesc =
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"● 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。";
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private enum Page { Home, ModeSelect, Fixation, Experiment }
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[Header("=== 编辑器预览(仅 Editor 模式有效)===")]
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[SerializeField] private EditorPreviewPage _editorPreview = EditorPreviewPage.None;
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// Page 枚举改为 public,Inspector 中可通过 _editorPreview 切换
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public enum Page { Home, ModeSelect, Fixation, Experiment }
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public enum EditorPreviewPage { None, Home, ModeSelect, Fixation, Experiment }
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private Page _currentPage = Page.Home;
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private ExperimentMode _selectedMode = ExperimentMode.Learn;
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@@ -66,6 +72,58 @@ public class PageController : MonoBehaviour
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ShowPage(Page.Home);
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}
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#if UNITY_EDITOR
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/// <summary>
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/// 在 Inspector 中修改 _editorPreview 下拉框时,立即切换 Scene View 中显示的页面,
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/// 方便编辑不同页面的 UI 布局。仅在非运行状态下生效。
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/// </summary>
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private void OnValidate()
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{
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if (Application.isPlaying) return;
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// 延迟一帧执行,避免在序列化过程中修改场景导致警告
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (this == null) return;
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if (Application.isPlaying) return;
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switch (_editorPreview)
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{
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case EditorPreviewPage.None:
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// 不做任何切换,保留当前状态
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break;
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case EditorPreviewPage.Home:
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ShowPageEditMode(Page.Home);
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break;
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case EditorPreviewPage.ModeSelect:
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ShowPageEditMode(Page.ModeSelect);
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break;
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case EditorPreviewPage.Fixation:
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ShowPageEditMode(Page.Fixation);
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break;
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case EditorPreviewPage.Experiment:
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ShowPageEditMode(Page.Experiment);
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break;
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}
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// 切换完成后重置为 None,避免与后续操作冲突
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_editorPreview = EditorPreviewPage.None;
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};
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}
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private void ShowPageEditMode(Page page)
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{
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if (_homePagePanel != null) _homePagePanel.SetActive(page == Page.Home);
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if (_modeSelectPanel != null) _modeSelectPanel.SetActive(page == Page.ModeSelect);
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if (_fixationPanel != null) _fixationPanel.SetActive(page == Page.Fixation);
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if (_uiManager != null)
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_uiManager.enabled = (page == Page.Experiment);
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Debug.Log($"PageController(编辑器预览): 切换到 [{page}]");
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}
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#endif
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#region 页面切换
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private void ShowPage(Page page)
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@@ -76,7 +134,6 @@ public class PageController : MonoBehaviour
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if (_modeSelectPanel != null) _modeSelectPanel.SetActive(page == Page.ModeSelect);
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if (_fixationPanel != null) _fixationPanel.SetActive(page == Page.Fixation);
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// 实验内界面:隐藏所有实验 UI,等模式确定后再由 UIManager 激活
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if (_uiManager != null)
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_uiManager.enabled = (page == Page.Experiment);
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}
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@@ -99,18 +156,15 @@ public class PageController : MonoBehaviour
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#endif
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}
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// 模式选择页 -> 返回首页
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private void OnModeBackClicked()
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{
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ShowPage(Page.Home);
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}
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// 选择模式后 -> 进入固定方式选择页
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private void OnModeSelected(ExperimentMode mode)
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{
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_selectedMode = mode;
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// 更新说明文案显示当前选择
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if (_modeDescText != null)
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{
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_modeDescText.text = mode == ExperimentMode.Learn
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@@ -121,10 +175,8 @@ public class PageController : MonoBehaviour
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ShowPage(Page.Fixation);
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}
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// 固定方式选择页 -> 返回模式选择页
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private void OnFixationBackClicked()
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{
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// 恢复原始说明文案
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if (_modeDescText != null)
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{
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_modeDescText.text = _practiceModeDesc + "\n\n" + _examModeDesc;
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@@ -133,7 +185,6 @@ public class PageController : MonoBehaviour
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ShowPage(Page.ModeSelect);
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}
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// 选择固定方式后 -> 进入实验
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private void OnFixationSelected(FixationMethod method)
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{
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var gm = GameManager.Instance;
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@@ -146,10 +197,8 @@ public class PageController : MonoBehaviour
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gm.CurrentMode = _selectedMode;
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gm.CurrentFixationMethod = method;
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// 切换到实验界面
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ShowPage(Page.Experiment);
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// 启动实验流程
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var stepManager = FindObjectOfType<StepManager>();
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if (stepManager != null)
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{
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Reference in New Issue
Block a user