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:
yangbear
2026-06-24 02:44:58 +08:00
parent f0a6b96da5
commit bf926165c0
5 changed files with 7161 additions and 735 deletions
+25 -47
View File
@@ -1,26 +1,24 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System;
/// <summary>
/// 考核弹窗:选择题 + 操作确认。
/// 挂在弹窗 Panel 上,由 UIManager 调用 Show()。
/// 回调返回 proportion (0~1 得分比例) 和 feedback。
/// </summary>
public class ExamPopup : MonoBehaviour
{
[Header("UI 组件")]
[SerializeField] private GameObject _popupRoot;
[SerializeField] private TMP_Text _questionText;
[SerializeField] private Text _questionText;
[SerializeField] private Toggle[] _optionToggles;
[SerializeField] private TMP_Text[] _optionLabels;
[SerializeField] private Text[] _optionLabels;
[SerializeField] private Button _confirmButton;
[SerializeField] private TMP_Text _feedbackText;
[SerializeField] private Text _feedbackText;
[Header("操作题 UI(点击序列)")]
[Header("操作题 UI")]
[SerializeField] private GameObject _operationPanel;
[SerializeField] private TMP_Text _operationHint;
[SerializeField] private Text _operationHint;
private StepData _currentStep;
private Action<float, string> _onAnswerCallback;
@@ -28,7 +26,7 @@ public class ExamPopup : MonoBehaviour
private void Awake()
{
_confirmButton?.onClick.AddListener(OnConfirm);
if (_confirmButton) _confirmButton.onClick.AddListener(OnConfirm);
if (_popupRoot != null) _popupRoot.SetActive(false);
}
@@ -40,7 +38,7 @@ public class ExamPopup : MonoBehaviour
if (_feedbackText != null) _feedbackText.text = "";
if (_popupRoot != null) _popupRoot.SetActive(true);
_questionText?.SetText(step.ExamQuestionText);
if (_questionText != null) _questionText.text = step.ExamQuestionText;
switch (step.CompleteType)
{
@@ -59,14 +57,12 @@ public class ExamPopup : MonoBehaviour
}
}
#region
private void SetupMultipleChoice(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(false);
int optionCount = step.ExamOptions?.Length ?? 0;
for (int i = 0; i < _optionToggles.Length; i++)
int optionCount = step.ExamOptions != null ? step.ExamOptions.Length : 0;
for (int i = 0; i < (_optionToggles != null ? _optionToggles.Length : 0); i++)
{
bool active = i < optionCount;
_optionToggles[i].gameObject.SetActive(active);
@@ -74,10 +70,11 @@ public class ExamPopup : MonoBehaviour
_optionToggles[i].onValueChanged.RemoveAllListeners();
int idx = i;
_optionToggles[i].onValueChanged.AddListener((val) => { if (val) _selectedIndex = idx; });
if (active) _optionLabels[i]?.SetText(step.ExamOptions[i]);
if (active && _optionLabels != null && i < _optionLabels.Length)
_optionLabels[i].text = step.ExamOptions[i];
}
_confirmButton?.gameObject.SetActive(true);
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
}
private void SetupClickObject(StepData step)
@@ -85,8 +82,8 @@ public class ExamPopup : MonoBehaviour
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
_operationHint?.SetText($"请点击场景中的 {step.TargetTag} 物体");
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
if (_operationHint != null) _operationHint.text = "请点击场景中的 " + step.TargetTag + " 物体";
}
private void SetupSequenceClick(StepData step)
@@ -94,8 +91,8 @@ public class ExamPopup : MonoBehaviour
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
_operationHint?.SetText("请按正确顺序点击物体,完成后按确定");
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
if (_operationHint != null) _operationHint.text = "请按正确顺序点击物体,完成后按确定";
}
private void SetupDefault(StepData step)
@@ -103,13 +100,9 @@ public class ExamPopup : MonoBehaviour
if (_operationPanel != null) _operationPanel.SetActive(false);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
if (_confirmButton != null) _confirmButton.gameObject.SetActive(true);
}
#endregion
#region
private void OnConfirm()
{
if (_currentStep == null) return;
@@ -117,30 +110,17 @@ public class ExamPopup : MonoBehaviour
float proportion = 1f;
string feedback = "";
switch (_currentStep.CompleteType)
if (_currentStep.CompleteType == StepCompleteType.MultipleChoice)
{
case StepCompleteType.MultipleChoice:
bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
proportion = correct ? 1f : 0f;
feedback = correct ? "" : _currentStep.ErrorFeedback;
if (!correct && _feedbackText != null)
_feedbackText.text = feedback;
break;
default:
proportion = 1f;
break;
bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
proportion = correct ? 1f : 0f;
feedback = correct ? "" : _currentStep.ErrorFeedback;
if (!correct && _feedbackText != null)
_feedbackText.text = feedback;
}
if (proportion <= 0f && !string.IsNullOrEmpty(feedback))
{
_onAnswerCallback?.Invoke(0f, feedback);
Hide();
}
else
{
_onAnswerCallback?.Invoke(proportion, feedback);
Hide();
}
_onAnswerCallback?.Invoke(proportion, feedback);
Hide();
}
public void Hide()
@@ -149,6 +129,4 @@ public class ExamPopup : MonoBehaviour
_currentStep = null;
_onAnswerCallback = null;
}
#endregion
}