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
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using UnityEngine;
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/// <summary>
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/// 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。
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/// 在 Unity Editor 中为每种实验类型各创建一份 Asset。
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/// </summary>
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[CreateAssetMenu(fileName = "ExperimentConfig", menuName = "VFS/Experiment Config")]
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public class ExperimentConfig : ScriptableObject
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{
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[Header("实验标识")]
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public ExperimentType Type;
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[Header("实验名称")]
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public string DisplayName;
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[Header("骨折固定专属 - 固定方式对应的步骤覆盖")]
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public FixationMethod DefaultFixationMethod = FixationMethod.LimbFixation;
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[Header("学习模式步骤列表(肢体固定)")]
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public StepData[] LearnStepsLimb;
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[Header("学习模式步骤列表(夹板固定)")]
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public StepData[] LearnStepsSplint;
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[Header("考核模式步骤列表(肢体固定)")]
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public StepData[] ExamStepsLimb;
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[Header("考核模式步骤列表(夹板固定)")]
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public StepData[] ExamStepsSplint;
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public StepData[] GetStepsFor(ExperimentMode mode, FixationMethod fixation)
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{
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if (mode == ExperimentMode.Learn)
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return fixation == FixationMethod.SplintFixation ? LearnStepsSplint : LearnStepsLimb;
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else
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return fixation == FixationMethod.SplintFixation ? ExamStepsSplint : ExamStepsLimb;
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}
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public int StepCount(ExperimentMode mode, FixationMethod fixation)
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{
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var steps = GetStepsFor(mode, fixation);
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return steps != null ? steps.Length : 0;
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}
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}
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