f0a6b96da5
- 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
169 lines
5.1 KiB
C#
169 lines
5.1 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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/// <summary>
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/// 核心交互系统:射线检测 + 点击/拖拽处理。
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/// 挂在主相机或专用 GameObject 上。
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/// </summary>
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public class InteractionSystem : MonoBehaviour
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{
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[Header("射线配置")]
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[SerializeField] private Camera _mainCamera;
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[SerializeField] private LayerMask _interactableMask = ~0;
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[SerializeField] private float _maxRayDistance = 100f;
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[Header("事件 - 由 StepManager 绑定")]
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public UnityEvent<string> OnObjectClicked; // 点击到 Tag 时触发,传 Tag
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public UnityEvent OnAnywhereClicked; // 点击空白处触发
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[Header("拖拽配置")]
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[SerializeField] private float _dragPlaneDistance = 2f;
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[SerializeField] private float _snapDistance = 0.3f;
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private GameObject _draggedObject;
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private Vector3 _dragOffset;
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private float _dragZ;
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private bool _isDragging;
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// 考核模式序列点击
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private int _sequenceClickCount;
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private string[] _expectedSequence;
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private void Awake()
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{
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if (_mainCamera == null)
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_mainCamera = Camera.main;
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}
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private void Update()
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{
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HandleClick();
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HandleDrag();
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}
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#region 点击处理
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private void HandleClick()
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{
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if (!Input.GetMouseButtonDown(0)) return;
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if (UnityEngine.EventSystems.EventSystem.current != null &&
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UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
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return;
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Ray ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit, _maxRayDistance, _interactableMask))
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{
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string tag = hit.collider.tag;
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if (!string.IsNullOrEmpty(tag))
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{
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Debug.Log($"InteractionSystem: 点击到物体 Tag={tag}");
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OnObjectClicked?.Invoke(tag);
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return;
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}
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}
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OnAnywhereClicked?.Invoke();
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}
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#endregion
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#region 拖拽处理
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private void HandleDrag()
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{
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if (Input.GetMouseButtonDown(0))
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{
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if (UnityEngine.EventSystems.EventSystem.current != null &&
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UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
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return;
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Ray ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit, _maxRayDistance, _interactableMask))
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{
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var draggable = hit.collider.GetComponent<DraggableObject>();
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if (draggable != null && draggable.IsDraggable)
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{
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_draggedObject = hit.collider.gameObject;
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_dragZ = _mainCamera.WorldToScreenPoint(_draggedObject.transform.position).z;
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_isDragging = true;
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draggable.OnDragStart();
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}
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}
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}
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if (Input.GetMouseButton(0) && _isDragging && _draggedObject != null)
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{
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Vector3 screenPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, _dragZ);
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Vector3 worldPos = _mainCamera.ScreenToWorldPoint(screenPos);
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_draggedObject.transform.position = worldPos;
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}
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if (Input.GetMouseButtonUp(0) && _isDragging && _draggedObject != null)
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{
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var draggable = _draggedObject.GetComponent<DraggableObject>();
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if (draggable != null && draggable.SnapTarget != null)
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{
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float dist = Vector3.Distance(_draggedObject.transform.position, draggable.SnapTarget.position);
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if (dist <= _snapDistance)
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{
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_draggedObject.transform.position = draggable.SnapTarget.position;
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_draggedObject.transform.rotation = draggable.SnapTarget.rotation;
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draggable.OnSnapped();
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}
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}
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draggable?.OnDragEnd();
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_draggedObject = null;
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_isDragging = false;
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}
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}
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#endregion
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#region 考核序列点击
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public void BeginSequenceCheck(string[] expectedTags)
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{
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_expectedSequence = expectedTags;
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_sequenceClickCount = 0;
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}
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public bool TrySequenceClick(string clickedTag, out bool isComplete)
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{
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isComplete = false;
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if (_expectedSequence == null || _sequenceClickCount >= _expectedSequence.Length)
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return false;
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if (clickedTag == _expectedSequence[_sequenceClickCount])
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{
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_sequenceClickCount++;
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if (_sequenceClickCount >= _expectedSequence.Length)
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{
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isComplete = true;
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_expectedSequence = null;
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return true;
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}
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return true;
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}
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return false;
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}
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/// <summary>获取当前序列已正确命中的步数(用于 proportion 计分)</summary>
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public int GetSequenceHitCount()
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{
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return _sequenceClickCount;
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}
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#endregion
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#region 公共方法
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public void SetInteractionEnabled(bool enabled)
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{
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this.enabled = enabled;
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}
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#endregion
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}
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