using UnityEngine; /// /// 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。 /// [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; } }