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
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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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