feat: 场景优化 - 清理重复对象、设置Tags/Colliders、重建Canvas UI、连线Inspector引用
- 删除顶层重复的 GameManager/ExperimentController/InteractionSystem/AnimationController - 移除Canvas上的旧 HUDController(保留 UIManager) - 为14个交互定位点设置Tag并添加SphereCollider - 创建12个自定义Tag(InjuryVisual/Swelling/Pain/VitalSigns/Neuro/BandagePos1-3/Ankle/PaddingPos/SplintLeft/SplintRight) - 完全重建Canvas UI子对象结构以匹配 UIManager 脚本 - 连线 ExperimentFlowCoordinator 和 UIManager 的所有 serialized fields - 编译零错误,游戏画面正常显示
This commit is contained in:
+7085
-645
File diff suppressed because it is too large
Load Diff
@@ -1,26 +1,24 @@
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using System;
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/// <summary>
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/// 考核弹窗:选择题 + 操作确认。
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/// 挂在弹窗 Panel 上,由 UIManager 调用 Show()。
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/// 回调返回 proportion (0~1 得分比例) 和 feedback。
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/// </summary>
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public class ExamPopup : MonoBehaviour
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{
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[Header("UI 组件")]
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[SerializeField] private GameObject _popupRoot;
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[SerializeField] private TMP_Text _questionText;
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[SerializeField] private Text _questionText;
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[SerializeField] private Toggle[] _optionToggles;
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[SerializeField] private TMP_Text[] _optionLabels;
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[SerializeField] private Text[] _optionLabels;
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[SerializeField] private Button _confirmButton;
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[SerializeField] private TMP_Text _feedbackText;
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[SerializeField] private Text _feedbackText;
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[Header("操作题 UI(点击序列)")]
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[Header("操作题 UI")]
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[SerializeField] private GameObject _operationPanel;
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[SerializeField] private TMP_Text _operationHint;
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[SerializeField] private Text _operationHint;
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private StepData _currentStep;
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private Action<float, string> _onAnswerCallback;
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@@ -28,7 +26,7 @@ public class ExamPopup : MonoBehaviour
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private void Awake()
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{
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_confirmButton?.onClick.AddListener(OnConfirm);
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if (_confirmButton) _confirmButton.onClick.AddListener(OnConfirm);
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if (_popupRoot != null) _popupRoot.SetActive(false);
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}
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@@ -40,7 +38,7 @@ public class ExamPopup : MonoBehaviour
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if (_feedbackText != null) _feedbackText.text = "";
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if (_popupRoot != null) _popupRoot.SetActive(true);
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_questionText?.SetText(step.ExamQuestionText);
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if (_questionText != null) _questionText.text = step.ExamQuestionText;
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switch (step.CompleteType)
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{
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@@ -59,14 +57,12 @@ public class ExamPopup : MonoBehaviour
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}
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}
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#region 题型配置
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private void SetupMultipleChoice(StepData step)
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{
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if (_operationPanel != null) _operationPanel.SetActive(false);
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int optionCount = step.ExamOptions?.Length ?? 0;
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for (int i = 0; i < _optionToggles.Length; i++)
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int optionCount = step.ExamOptions != null ? step.ExamOptions.Length : 0;
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for (int i = 0; i < (_optionToggles != null ? _optionToggles.Length : 0); i++)
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{
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bool active = i < optionCount;
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_optionToggles[i].gameObject.SetActive(active);
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@@ -74,10 +70,11 @@ public class ExamPopup : MonoBehaviour
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_optionToggles[i].onValueChanged.RemoveAllListeners();
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int idx = i;
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_optionToggles[i].onValueChanged.AddListener((val) => { if (val) _selectedIndex = idx; });
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if (active) _optionLabels[i]?.SetText(step.ExamOptions[i]);
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if (active && _optionLabels != null && i < _optionLabels.Length)
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_optionLabels[i].text = step.ExamOptions[i];
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}
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_confirmButton?.gameObject.SetActive(true);
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if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
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}
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private void SetupClickObject(StepData step)
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@@ -85,8 +82,8 @@ public class ExamPopup : MonoBehaviour
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if (_operationPanel != null) _operationPanel.SetActive(true);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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_operationHint?.SetText($"请点击场景中的 {step.TargetTag} 物体");
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if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
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if (_operationHint != null) _operationHint.text = "请点击场景中的 " + step.TargetTag + " 物体";
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}
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private void SetupSequenceClick(StepData step)
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@@ -94,8 +91,8 @@ public class ExamPopup : MonoBehaviour
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if (_operationPanel != null) _operationPanel.SetActive(true);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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_operationHint?.SetText("请按正确顺序点击物体,完成后按确定");
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if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
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if (_operationHint != null) _operationHint.text = "请按正确顺序点击物体,完成后按确定";
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}
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private void SetupDefault(StepData step)
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@@ -103,13 +100,9 @@ public class ExamPopup : MonoBehaviour
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if (_operationPanel != null) _operationPanel.SetActive(false);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
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}
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#endregion
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#region 确认与判定
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private void OnConfirm()
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{
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if (_currentStep == null) return;
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@@ -117,30 +110,17 @@ public class ExamPopup : MonoBehaviour
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float proportion = 1f;
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string feedback = "";
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switch (_currentStep.CompleteType)
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if (_currentStep.CompleteType == StepCompleteType.MultipleChoice)
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{
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case StepCompleteType.MultipleChoice:
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bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
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proportion = correct ? 1f : 0f;
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feedback = correct ? "" : _currentStep.ErrorFeedback;
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if (!correct && _feedbackText != null)
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_feedbackText.text = feedback;
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break;
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default:
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proportion = 1f;
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break;
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bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
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proportion = correct ? 1f : 0f;
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feedback = correct ? "" : _currentStep.ErrorFeedback;
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if (!correct && _feedbackText != null)
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_feedbackText.text = feedback;
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}
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if (proportion <= 0f && !string.IsNullOrEmpty(feedback))
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{
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_onAnswerCallback?.Invoke(0f, feedback);
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Hide();
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}
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else
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{
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_onAnswerCallback?.Invoke(proportion, feedback);
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Hide();
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}
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_onAnswerCallback?.Invoke(proportion, feedback);
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Hide();
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}
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public void Hide()
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@@ -149,6 +129,4 @@ public class ExamPopup : MonoBehaviour
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_currentStep = null;
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_onAnswerCallback = null;
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}
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#endregion
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}
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@@ -1,6 +1,5 @@
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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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@@ -14,14 +13,14 @@ public class ScoreDisplay : MonoBehaviour
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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 Text _scoreTitle;
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[SerializeField] private 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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[SerializeField] private Text _notesText;
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[Header("底部按钮")]
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[SerializeField] private Button _confirmButton;
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@@ -35,11 +34,10 @@ public class ScoreDisplay : MonoBehaviour
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private void Awake()
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{
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_confirmButton?.onClick.AddListener(OnConfirm);
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if (_confirmButton) _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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@@ -52,12 +50,11 @@ public class ScoreDisplay : MonoBehaviour
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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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if (_scoreValue != null) _scoreValue.text = "考试成绩:" + score + " 分(" + pct.ToString("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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@@ -80,7 +77,7 @@ public class ScoreDisplay : MonoBehaviour
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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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var text = item.GetComponentInChildren<Text>();
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if (text == null) continue;
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float earned = gm.StepScores[i];
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@@ -91,19 +88,18 @@ public class ScoreDisplay : MonoBehaviour
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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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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 scorePart = "(" + earned.ToString("F0") + "/" + max.ToString("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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? ":" + gm.StepFeedback[i] : "";
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text.text = $"第{i + 1}题:{status} {scorePart}{fbPart}";
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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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@@ -1,10 +1,9 @@
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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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/// UI 中央调度器:引用所有子面板,绑定 StepManager 事件。
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/// 挂在 Canvas GameObject 上。
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/// 挂在 Canvas GameObject 上。使用原生 Text(非 TMP)。
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/// </summary>
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public class UIManager : MonoBehaviour
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{
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@@ -14,15 +13,15 @@ public class UIManager : MonoBehaviour
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[Header("=== 顶部提示栏 ===")]
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[SerializeField] private GameObject _tipPanel;
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[SerializeField] private TMP_Text _tipText;
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[SerializeField] private Text _tipText;
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[Header("=== 详细操作说明(甲方补充 - 学习模式) ===")]
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[Header("=== 详细操作说明面板 ===")]
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[SerializeField] private GameObject _detailPanel;
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[SerializeField] private TMP_Text _detailText;
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[SerializeField] private Text _detailText;
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[Header("=== 对话气泡 ===")]
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[SerializeField] private GameObject _dialogueBubble;
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[SerializeField] private TMP_Text _dialogueText;
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[SerializeField] private Text _dialogueText;
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[Header("=== 画中画视频 ===")]
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[SerializeField] private VideoController _videoController;
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@@ -33,17 +32,17 @@ public class UIManager : MonoBehaviour
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[SerializeField] private Button _btnNext;
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[SerializeField] private Button _btnSwitchMode;
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[SerializeField] private Button _btnReturn;
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[SerializeField] private TMP_Text _btnSwitchModeLabel;
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[SerializeField] private Text _btnSwitchModeLabel;
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[Header("=== 底部进度条 ===")]
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[SerializeField] private Slider _progressBar;
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[SerializeField] private TMP_Text _progressText;
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[SerializeField] private Text _progressText;
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[Header("=== 弹窗 ===")]
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[SerializeField] private ExamPopup _examPopup;
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[SerializeField] private ScoreDisplay _scoreDisplay;
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[Header("=== 底部主菜单图标 ===")]
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[Header("=== 底部图标 ===")]
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[SerializeField] private Button _btnCPR;
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[SerializeField] private Button _btnFracture;
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[SerializeField] private Button _btnSprain;
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@@ -57,6 +56,11 @@ public class UIManager : MonoBehaviour
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private void Start()
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{
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if (_stepManager == null)
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_stepManager = FindObjectOfType<StepManager>();
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if (_interactionSystem == null)
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_interactionSystem = FindObjectOfType<InteractionSystem>();
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BindEvents();
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BindButtons();
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}
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@@ -78,14 +82,13 @@ public class UIManager : MonoBehaviour
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private void BindButtons()
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{
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_btnFullScreen?.onClick.AddListener(ToggleFullScreen);
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_btnPrevious?.onClick.AddListener(OnPreviousClicked);
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_btnNext?.onClick.AddListener(OnNextClicked);
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_btnSwitchMode?.onClick.AddListener(OnSwitchModeClicked);
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_btnReturn?.onClick.AddListener(OnReturnClicked);
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_btnLimbFixation?.onClick.AddListener(() => _stepManager?.SwitchFixation(FixationMethod.LimbFixation));
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_btnSplintFixation?.onClick.AddListener(() => _stepManager?.SwitchFixation(FixationMethod.SplintFixation));
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if (_btnFullScreen) _btnFullScreen.onClick.AddListener(ToggleFullScreen);
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if (_btnPrevious) _btnPrevious.onClick.AddListener(OnPreviousClicked);
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if (_btnNext) _btnNext.onClick.AddListener(OnNextClicked);
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if (_btnSwitchMode) _btnSwitchMode.onClick.AddListener(OnSwitchModeClicked);
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if (_btnReturn) _btnReturn.onClick.AddListener(OnReturnClicked);
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if (_btnLimbFixation) _btnLimbFixation.onClick.AddListener(() => _stepManager?.SwitchFixation(FixationMethod.LimbFixation));
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if (_btnSplintFixation) _btnSplintFixation.onClick.AddListener(() => _stepManager?.SwitchFixation(FixationMethod.SplintFixation));
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}
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#endregion
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@@ -131,17 +134,17 @@ public class UIManager : MonoBehaviour
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int cur = _stepManager.CurrentStepIndex + 1;
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int total = _stepManager.TotalSteps;
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if (_progressBar != null) _progressBar.value = (float)cur / total;
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if (_progressText != null) _progressText.text = $"{cur}/{total}";
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if (_progressText != null) _progressText.text = cur + "/" + total;
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}
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private void UpdateNavigationButtons()
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{
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if (_stepManager == null) return;
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_btnPrevious.interactable = _stepManager.CurrentStepIndex > 0;
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bool isLast = _stepManager.CurrentStepIndex >= _stepManager.TotalSteps - 1;
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if (_btnNext != null)
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if (_btnPrevious) _btnPrevious.interactable = _stepManager.CurrentStepIndex > 0;
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if (_btnNext)
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{
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var label = _btnNext.GetComponentInChildren<TMP_Text>();
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var label = _btnNext.GetComponentInChildren<Text>();
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bool isLast = _stepManager.CurrentStepIndex >= _stepManager.TotalSteps - 1;
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if (label != null) label.text = isLast ? "完成" : "下一步";
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}
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}
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@@ -171,13 +174,9 @@ public class UIManager : MonoBehaviour
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var gm = GameManager.Instance;
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if (gm == null) return;
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if (gm.CurrentMode == ExperimentMode.Exam)
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{
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_scoreDisplay?.ShowExamScore();
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}
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else
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{
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_scoreDisplay?.ShowNotesOnly();
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}
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}
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#endregion
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@@ -196,17 +195,18 @@ public class UIManager : MonoBehaviour
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private void OnNextClicked()
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{
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if (_stepManager.Mode == ExperimentMode.Exam)
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if (_stepManager != null && _stepManager.Mode == ExperimentMode.Exam)
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{
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var step = _stepManager.GetCurrentStep();
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if (step != null && step.CompleteType != StepCompleteType.MultipleChoice)
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_stepManager.OnStepInteractionComplete(1f);
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}
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_stepManager.NextStep();
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_stepManager?.NextStep();
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}
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private void OnSwitchModeClicked()
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{
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if (_stepManager == null) return;
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var newMode = _stepManager.Mode == ExperimentMode.Learn
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? ExperimentMode.Exam : ExperimentMode.Learn;
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_stepManager.SwitchMode(newMode);
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@@ -214,7 +214,7 @@ public class UIManager : MonoBehaviour
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private void OnReturnClicked()
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{
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UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
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UnityEngine.SceneManagement.SceneManager.LoadScene("main");
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}
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#endregion
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