Files
yangbear f0a6b96da5 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
2026-06-24 02:33:48 +08:00

55 lines
1.3 KiB
C#

using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// 挂载在可拖拽的 3D 物体上(如绷带、夹板)。
/// 配合 InteractionSystem 使用。
/// </summary>
public class DraggableObject : MonoBehaviour
{
[Header("拖拽状态")]
public bool IsDraggable = true;
[Header("吸附目标")]
public Transform SnapTarget;
[Header("事件")]
public UnityEvent OnDragStartEvent;
public UnityEvent OnDragEndEvent;
public UnityEvent OnSnappedEvent; // 吸附成功
private Vector3 _originalPosition;
private Quaternion _originalRotation;
private void Start()
{
_originalPosition = transform.position;
_originalRotation = transform.rotation;
}
public void OnDragStart()
{
OnDragStartEvent?.Invoke();
}
public void OnDragEnd()
{
OnDragEndEvent?.Invoke();
}
public void OnSnapped()
{
Debug.Log($"DraggableObject: {name} 已吸附到目标");
OnSnappedEvent?.Invoke();
IsDraggable = false; // 吸附后不可再拖动
}
/// <summary>重置到初始位置</summary>
public void ResetPosition()
{
transform.position = _originalPosition;
transform.rotation = _originalRotation;
IsDraggable = true;
}
}