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
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using UnityEngine;
/// <summary>
/// Defines an exam question with multiple choices.
/// </summary>
[CreateAssetMenu(fileName = "ExamQuestion", menuName = "VFS/Exam Question")]
public class ExamQuestionData : ScriptableObject
{
[Header("Question Info")]
public int questionIndex;
[TextArea(2, 4)]
public string questionText;
[Header("Choices")]
public string[] choices;
public int correctChoiceIndex;
[Header("Feedback")]
[TextArea(2, 4)]
public string correctFeedback;
[TextArea(2, 4)]
public string incorrectFeedback;
[Header("Interaction")]
public QuestionType questionType;
public string targetTag;
public enum QuestionType
{
MultipleChoice,
ClickTarget,
SequenceOrder
}
}
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using UnityEngine;
/// <summary>
/// 单个实验类型的完整配置:包含学习模式与考核模式的所有步骤。
/// 在 Unity Editor 中为每种实验类型各创建一份 Asset。
/// </summary>
[CreateAssetMenu(fileName = "ExperimentConfig", menuName = "VFS/Experiment Config")]
public class ExperimentConfig : ScriptableObject
{
[Header("实验标识")]
public ExperimentType Type;
[Header("实验名称")]
public string DisplayName;
[Header("骨折固定专属 - 固定方式对应的步骤覆盖")]
public FixationMethod DefaultFixationMethod = FixationMethod.LimbFixation;
[Header("学习模式步骤列表(肢体固定)")]
public StepData[] LearnStepsLimb;
[Header("学习模式步骤列表(夹板固定)")]
public StepData[] LearnStepsSplint;
[Header("考核模式步骤列表(肢体固定)")]
public StepData[] ExamStepsLimb;
[Header("考核模式步骤列表(夹板固定)")]
public StepData[] ExamStepsSplint;
public StepData[] GetStepsFor(ExperimentMode mode, FixationMethod fixation)
{
if (mode == ExperimentMode.Learn)
return fixation == FixationMethod.SplintFixation ? LearnStepsSplint : LearnStepsLimb;
else
return fixation == FixationMethod.SplintFixation ? ExamStepsSplint : ExamStepsLimb;
}
public int StepCount(ExperimentMode mode, FixationMethod fixation)
{
var steps = GetStepsFor(mode, fixation);
return steps != null ? steps.Length : 0;
}
}
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using UnityEngine;
/// <summary>
/// 单个实验步骤的数据配置(ScriptableObject)。
/// 在 Unity Editor 中为每个实验创建一份 StepData 列表。
/// </summary>
[CreateAssetMenu(fileName = "StepData", menuName = "VFS/Step Data")]
public class StepData : ScriptableObject
{
[Header("=== 评分 ===")]
[Tooltip("本步骤满分(考核模式下使用,总分 100 分)")]
[Range(0f, 100f)]
public float ScoreWeight = 10f;
[Tooltip("本步骤的子项数量(如伤情检查有 5 个子项,用于 SequenceClick 按比例计分)")]
public int SubStepCount = 1;
[Header("基础信息")]
[Tooltip("步骤序号,从 0 开始")]
public int StepIndex;
[Tooltip("步骤名称(内部标识)")]
public string StepName;
[Header("学习模式文案")]
[TextArea(2, 4)]
public string TipText; // 顶部 Tip 提示框文案
[TextArea(2, 4)]
public string DialogueText; // 角色对话气泡文案
[Header("学习模式 - 详细操作说明(甲方补充内容)")]
[TextArea(3, 8)]
public string DetailedContent; // 伤情检查/夹板固定等详细操作须知
[Header("考核模式文案")]
[TextArea(2, 4)]
public string ExamQuestionText; // 考核弹窗题目文案
[Header("考核选项")]
public string[] ExamOptions; // 选择题选项(如 {"5cm", "10cm", "20cm"}
public int CorrectOptionIndex; // 正确选项的索引(-1 表示非选择题)
public string ErrorFeedback; // 答错时的反馈文案
[Header("交互配置")]
public StepCompleteType CompleteType = StepCompleteType.ClickObject;
[Tooltip("交互目标的 Tag(如 InjuryLeg, Shoe, Bandage")]
public string TargetTag;
[Tooltip("考核模式点击顺序(SequenceClick 类型时使用)")]
public string[] ClickSequenceTags;
[Header("额外配置")]
[Tooltip("是否为夹板固定专属步骤")]
public bool IsSplintOnly;
[Tooltip("是否需要播放画中画视频")]
public bool ShowPipVideo;
[Tooltip("画中画视频文件名(StreamingAssets 下)")]
public string VideoFileName;
}
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