feat: VFS 虚拟仿真实验核心框架 v2
- 加权评分系统:每步独立 ScoreWeight,满分 100,SequenceClick 按子项比例计分 - StepData 新增 DetailedContent(学习模式详细操作说明)和 SubStepCount - 伤情检查步骤扩展为 5 子项序列(视觉检查→肿胀→疼痛→生命体征→神经评估) - 夹板固定模式完整评分(选择夹板→放置衬垫→夹板固定→固定后检查) - Doc/ 文件夹归档三份文档:项目大纲、文案、评分标准 - README 更新评分权重表和夹板固定流程
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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/// <summary>
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/// 实验结束后的结果展示面板。
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/// 考核模式:显示加权成绩 + 错题分析列表(含每步得分/满分)。
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/// 学习模式:显示注意事项。
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/// </summary>
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public class ScoreDisplay : MonoBehaviour
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{
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[Header("面板根节点")]
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[SerializeField] private GameObject _panelRoot;
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[Header("考核模式")]
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[SerializeField] private GameObject _examResultRoot;
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[SerializeField] private TMP_Text _scoreTitle;
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[SerializeField] private TMP_Text _scoreValue;
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[SerializeField] private Transform _analysisListParent;
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[SerializeField] private GameObject _analysisItemPrefab;
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[Header("学习模式 - 注意事项")]
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[SerializeField] private GameObject _notesRoot;
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[SerializeField] private TMP_Text _notesText;
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[Header("底部按钮")]
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[SerializeField] private Button _confirmButton;
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private static readonly string NotesContent =
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"1. 下肢损伤选择仰卧位;\n" +
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"2. 骨折固定前后要脱掉鞋袜并检查下肢末梢循环、运动、感觉;\n" +
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"3. 穿带子时应从健侧穿向伤侧;\n" +
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"4. 骨折固定时先固定伤口的近心端,后固定远心端,再由上而下进行固定;\n" +
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"5. 固定后尽可能抬高下肢。";
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private void Awake()
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{
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_confirmButton?.onClick.AddListener(OnConfirm);
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if (_panelRoot != null) _panelRoot.SetActive(false);
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}
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/// <summary>考核模式 - 显示加权成绩</summary>
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public void ShowExamScore()
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{
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if (_panelRoot != null) _panelRoot.SetActive(true);
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if (_examResultRoot != null) _examResultRoot.SetActive(true);
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if (_notesRoot != null) _notesRoot.SetActive(false);
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var gm = GameManager.Instance;
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if (gm == null) return;
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int score = gm.GetExamScoreRounded();
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float pct = gm.GetExamPercentage();
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if (_scoreTitle != null) _scoreTitle.text = "成绩显示栏";
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if (_scoreValue != null) _scoreValue.text = $"考试成绩:{score} 分({pct:F0}%)";
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BuildAnalysisList();
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}
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/// <summary>学习模式 - 显示注意事项</summary>
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public void ShowNotesOnly()
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{
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if (_panelRoot != null) _panelRoot.SetActive(true);
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if (_examResultRoot != null) _examResultRoot.SetActive(false);
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if (_notesRoot != null) _notesRoot.SetActive(true);
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if (_notesText != null) _notesText.text = NotesContent;
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}
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private void BuildAnalysisList()
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{
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if (_analysisListParent == null || _analysisItemPrefab == null) return;
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foreach (Transform child in _analysisListParent)
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Destroy(child.gameObject);
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var gm = GameManager.Instance;
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if (gm == null || gm.StepScores == null) return;
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for (int i = 0; i < gm.StepScores.Length; i++)
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{
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var item = Instantiate(_analysisItemPrefab, _analysisListParent);
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var text = item.GetComponentInChildren<TMP_Text>();
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if (text == null) continue;
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float earned = gm.StepScores[i];
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float max = gm.StepMaxScores[i];
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bool fullScore = Mathf.Approximately(earned, max);
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bool zeroScore = earned <= 0f;
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string status;
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if (fullScore) status = "<color=#00FF00>正确</color>";
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else if (zeroScore) status = "<color=#FF0000>错误</color>";
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else status = $"<color=#FFAA00>部分正确</color>";
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string scorePart = $"({earned:F0}/{max:F0} 分)";
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string fbPart = (!fullScore && !string.IsNullOrEmpty(gm.StepFeedback[i]))
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? $":{gm.StepFeedback[i]}" : "";
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text.text = $"第{i + 1}题:{status} {scorePart}{fbPart}";
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}
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}
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private void OnConfirm()
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{
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if (_panelRoot != null) _panelRoot.SetActive(false);
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UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
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}
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}
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