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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using UnityEngine.UI;
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using TMPro;
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using System;
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/// <summary>
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/// 考核弹窗:选择题 + 操作确认。
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/// 挂在弹窗 Panel 上,由 UIManager 调用 Show()。
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/// 回调返回 proportion (0~1 得分比例) 和 feedback。
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/// </summary>
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public class ExamPopup : MonoBehaviour
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{
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[Header("UI 组件")]
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[SerializeField] private GameObject _popupRoot;
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[SerializeField] private TMP_Text _questionText;
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[SerializeField] private Toggle[] _optionToggles;
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[SerializeField] private TMP_Text[] _optionLabels;
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[SerializeField] private Button _confirmButton;
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[SerializeField] private TMP_Text _feedbackText;
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[Header("操作题 UI(点击序列)")]
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[SerializeField] private GameObject _operationPanel;
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[SerializeField] private TMP_Text _operationHint;
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private StepData _currentStep;
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private Action<float, string> _onAnswerCallback;
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private int _selectedIndex = -1;
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private void Awake()
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{
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_confirmButton?.onClick.AddListener(OnConfirm);
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if (_popupRoot != null) _popupRoot.SetActive(false);
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}
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public void Show(StepData step, Action<float, string> onAnswer)
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{
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_currentStep = step;
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_onAnswerCallback = onAnswer;
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_selectedIndex = -1;
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if (_feedbackText != null) _feedbackText.text = "";
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if (_popupRoot != null) _popupRoot.SetActive(true);
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_questionText?.SetText(step.ExamQuestionText);
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switch (step.CompleteType)
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{
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case StepCompleteType.MultipleChoice:
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SetupMultipleChoice(step);
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break;
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case StepCompleteType.ClickObject:
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SetupClickObject(step);
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break;
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case StepCompleteType.SequenceClick:
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SetupSequenceClick(step);
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break;
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default:
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SetupDefault(step);
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break;
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}
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}
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#region 题型配置
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private void SetupMultipleChoice(StepData step)
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{
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if (_operationPanel != null) _operationPanel.SetActive(false);
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int optionCount = step.ExamOptions?.Length ?? 0;
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for (int i = 0; i < _optionToggles.Length; i++)
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{
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bool active = i < optionCount;
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_optionToggles[i].gameObject.SetActive(active);
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_optionToggles[i].isOn = false;
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_optionToggles[i].onValueChanged.RemoveAllListeners();
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int idx = i;
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_optionToggles[i].onValueChanged.AddListener((val) => { if (val) _selectedIndex = idx; });
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if (active) _optionLabels[i]?.SetText(step.ExamOptions[i]);
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}
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_confirmButton?.gameObject.SetActive(true);
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}
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private void SetupClickObject(StepData step)
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{
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if (_operationPanel != null) _operationPanel.SetActive(true);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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_operationHint?.SetText($"请点击场景中的 {step.TargetTag} 物体");
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}
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private void SetupSequenceClick(StepData step)
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{
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if (_operationPanel != null) _operationPanel.SetActive(true);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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_operationHint?.SetText("请按正确顺序点击物体,完成后按确定");
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}
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private void SetupDefault(StepData step)
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{
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if (_operationPanel != null) _operationPanel.SetActive(false);
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if (_optionToggles != null)
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foreach (var t in _optionToggles) t.gameObject.SetActive(false);
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_confirmButton?.gameObject.SetActive(true);
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}
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#endregion
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#region 确认与判定
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private void OnConfirm()
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{
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if (_currentStep == null) return;
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float proportion = 1f;
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string feedback = "";
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switch (_currentStep.CompleteType)
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{
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case StepCompleteType.MultipleChoice:
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bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
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proportion = correct ? 1f : 0f;
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feedback = correct ? "" : _currentStep.ErrorFeedback;
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if (!correct && _feedbackText != null)
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_feedbackText.text = feedback;
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break;
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default:
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proportion = 1f;
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break;
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}
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if (proportion <= 0f && !string.IsNullOrEmpty(feedback))
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{
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_onAnswerCallback?.Invoke(0f, feedback);
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Hide();
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}
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else
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{
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_onAnswerCallback?.Invoke(proportion, feedback);
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Hide();
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}
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}
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public void Hide()
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{
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if (_popupRoot != null) _popupRoot.SetActive(false);
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_currentStep = null;
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_onAnswerCallback = null;
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}
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#endregion
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}
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