feat: MCP Unity 场景优化 — 完整交互体系搭建

- 删除重复 Ground
- 创建 [Managers] 空物体,挂载 GameManager + StepManager + ExperimentFlowCoordinator + AudioManager
- Main Camera 挂载 InteractionSystem
- 伤者 InjectedPerson 下创建 5 个交互子物体 (InjuryVisual/Swelling/Pain/VitalSigns/Neuro)
- 创建绑带位置、踝关节、衬垫、夹板位置等空物体
- 道具摆放到位:伤者(2,0.05,5) 施救者(3,0,5) 鞋(2.7,0.15,5.5) 绷带/夹板/急救箱在旁
- InjuryLeg Tag 修正,Ground Tag 修正
- 全部新脚本同步导入 (ExperimentTypes/StepData/ExperimentConfig/StepManager/GameManager/ExperimentFlowCoordinator/InteractionSystem/DraggableObject/HighlightEffect/UIManager/ExamPopup/ScoreDisplay/VideoController/AudioManager/CharacterAnimController/StepAnimationHandler)
- 旧脚本 (ExperimentController/ConfigLoader/AnimationController/HUDController/VideoPlayerController/PopupSystem/ModeSelectionUI) 全部兼容修复或 stub
- 编译通过,0 错误
- Canvas 挂载 UIManager
This commit is contained in:
yangbear
2026-06-24 02:33:48 +08:00
parent 23d3d282f8
commit f0a6b96da5
111 changed files with 11023 additions and 440 deletions
+75
View File
@@ -0,0 +1,75 @@
using UnityEngine;
/// <summary>
/// 全局单例管理器:持有当前实验的类型、模式、固定方式与加权分数。
/// 挂在场景第一个 GameObject 上,设置 DontDestroyOnLoad。
/// </summary>
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
[Header("当前实验设置(运行时赋值)")]
public ExperimentType CurrentExperimentType = ExperimentType.FractureFixation;
public ExperimentMode CurrentMode = ExperimentMode.Learn;
public FixationMethod CurrentFixationMethod = FixationMethod.LimbFixation;
[Header("加权评分")]
public float TotalWeightedScore; // 实际得分(加权累加)
public float MaxWeightedScore = 100f; // 总分
[Header("考核记录")]
public float[] StepScores; // 每步实际得分(含权重)
public float[] StepMaxScores; // 每步满分(权重值)
public string[] StepFeedback; // 每题错误反馈文本
public bool[] StepCorrect; // 每题是否有任何得分
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
/// <summary>初始化考核记录数组</summary>
public void InitExamRecord(int stepCount)
{
StepScores = new float[stepCount];
StepMaxScores = new float[stepCount];
StepFeedback = new string[stepCount];
StepCorrect = new bool[stepCount];
TotalWeightedScore = 0f;
}
/// <summary>
/// 记录一个考核步骤的结果。
/// proportion 为 0~1,表示得分比例(SequenceClick 类型部分正确时用到)。
/// </summary>
public void RecordExamResult(int stepIndex, float maxScore, float proportion, string feedback)
{
if (StepScores == null || stepIndex >= StepScores.Length) return;
StepMaxScores[stepIndex] = maxScore;
float earned = maxScore * Mathf.Clamp01(proportion);
StepScores[stepIndex] = earned;
StepFeedback[stepIndex] = feedback;
StepCorrect[stepIndex] = proportion > 0f;
TotalWeightedScore += earned;
}
/// <summary>按百分比返回考核分数</summary>
public float GetExamPercentage()
{
if (MaxWeightedScore <= 0f) return 0f;
return TotalWeightedScore / MaxWeightedScore * 100f;
}
/// <summary>获取总分(整数)</summary>
public int GetExamScoreRounded()
{
return Mathf.RoundToInt(TotalWeightedScore);
}
}