using UnityEngine;
using UnityEngine.Events;
///
/// 实验流程状态机——整个项目的核心控制器。
/// 负责步骤推进、模式切换、UI 更新、加权考核判分调度。
/// 挂在一个持久化的 GameObject 上。
///
public class StepManager : MonoBehaviour
{
[Header("配置")]
public ExperimentConfig Config;
[Header("事件(拖入场景对象或通过代码绑定)")]
public UnityEvent OnStepChanged; // 步骤切换时触发,传新步骤索引
public UnityEvent OnTipChanged; // Tip 文案更新
public UnityEvent OnDialogueChanged; // 角色对话更新
public UnityEvent OnExamPopup; // 考核弹窗触发,传当前 StepData
public UnityEvent OnDetailedContent; // 详细操作说明更新(甲方补充)
public UnityEvent OnExperimentComplete; // 实验全部完成
public UnityEvent OnVideoToggle; // 画中画视频开关(文件名, 是否激活)
public UnityEvent OnModeUIUpdate; // 通知 UI 刷新模式按钮状态
// 私有状态
private StepData[] _activeSteps;
private int _currentStepIndex = -1;
private ExperimentMode _mode;
private FixationMethod _fixation;
public int CurrentStepIndex => _currentStepIndex;
public int TotalSteps => _activeSteps != null ? _activeSteps.Length : 0;
public ExperimentMode Mode => _mode;
public FixationMethod Fixation => _fixation;
/// 用 GameManager 的当前设置初始化实验流程
public void InitializeFromGameManager()
{
var gm = GameManager.Instance;
if (gm == null) { Debug.LogError("StepManager: GameManager.Instance is null!"); return; }
Initialize(gm.CurrentExperimentType, gm.CurrentMode, gm.CurrentFixationMethod);
}
/// 显式指定参数初始化
public void Initialize(ExperimentType type, ExperimentMode mode, FixationMethod fixation)
{
_mode = mode;
_fixation = fixation;
Config = Resources.Load($"Configs/{type}Config");
if (Config == null)
{
Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type},请在 Resources/Configs/ 下创建");
return;
}
_activeSteps = Config.GetStepsFor(mode, fixation);
if (_activeSteps == null || _activeSteps.Length == 0)
{
Debug.LogError($"StepManager: 实验 {type} 模式 {mode} 固定方式 {fixation} 无步骤数据!");
return;
}
_currentStepIndex = -1;
if (mode == ExperimentMode.Exam)
GameManager.Instance.InitExamRecord(_activeSteps.Length);
OnModeUIUpdate?.Invoke(mode == ExperimentMode.Exam);
GoToStep(0);
}
/// 跳转到指定步骤(含边界检查)
public void GoToStep(int index)
{
if (_activeSteps == null) return;
index = Mathf.Clamp(index, 0, _activeSteps.Length - 1);
if (index == _currentStepIndex) return;
_currentStepIndex = index;
var step = _activeSteps[index];
if (_mode == ExperimentMode.Learn)
{
OnTipChanged?.Invoke(step.TipText);
OnDialogueChanged?.Invoke(step.DialogueText);
OnDetailedContent?.Invoke(step.DetailedContent);
if (step.ShowPipVideo)
OnVideoToggle?.Invoke(step.VideoFileName, true);
else
OnVideoToggle?.Invoke(null, false);
}
else
{
OnTipChanged?.Invoke("");
OnDialogueChanged?.Invoke("");
OnDetailedContent?.Invoke("");
OnVideoToggle?.Invoke(null, false);
if (!string.IsNullOrEmpty(step.ExamQuestionText))
OnExamPopup?.Invoke(step);
}
OnStepChanged?.Invoke(_currentStepIndex);
}
/// 下一步
public void NextStep()
{
if (_activeSteps == null) return;
if (_currentStepIndex >= _activeSteps.Length - 1)
{
CompleteExperiment();
return;
}
GoToStep(_currentStepIndex + 1);
}
/// 上一步
public void PreviousStep()
{
if (_activeSteps == null || _currentStepIndex <= 0) return;
GoToStep(_currentStepIndex - 1);
}
/// 获取当前步骤数据(只读)
public StepData GetCurrentStep()
{
if (_activeSteps == null || _currentStepIndex < 0 || _currentStepIndex >= _activeSteps.Length)
return null;
return _activeSteps[_currentStepIndex];
}
///
/// 当前步骤互动完成后的回调。
/// proportion: 得分比例 0~1(SequenceClick 按子项命中比例,其余全对=1,全错=0)。
///
public void OnStepInteractionComplete(float proportion = 1f, string feedback = "")
{
var step = GetCurrentStep();
if (step == null) return;
if (_mode == ExperimentMode.Exam)
{
string fb = string.IsNullOrEmpty(feedback) ? step.ErrorFeedback : feedback;
GameManager.Instance.RecordExamResult(_currentStepIndex, step.ScoreWeight, proportion, fb);
}
if (_mode == ExperimentMode.Learn)
NextStep();
}
/// 实验完成
private void CompleteExperiment()
{
Debug.Log("StepManager: 实验流程结束");
OnExperimentComplete?.Invoke();
}
/// 切换模式(学习 ↔ 考核),从头开始
public void SwitchMode(ExperimentMode newMode)
{
GameManager.Instance.CurrentMode = newMode;
Initialize(GameManager.Instance.CurrentExperimentType, newMode, GameManager.Instance.CurrentFixationMethod);
}
/// 切换固定方式,从头开始
public void SwitchFixation(FixationMethod newFixation)
{
GameManager.Instance.CurrentFixationMethod = newFixation;
Initialize(GameManager.Instance.CurrentExperimentType, GameManager.Instance.CurrentMode, newFixation);
}
}