a11e003fcd
- 加权评分系统:每步独立 ScoreWeight,满分 100,SequenceClick 按子项比例计分 - StepData 新增 DetailedContent(学习模式详细操作说明)和 SubStepCount - 伤情检查步骤扩展为 5 子项序列(视觉检查→肿胀→疼痛→生命体征→神经评估) - 夹板固定模式完整评分(选择夹板→放置衬垫→夹板固定→固定后检查) - Doc/ 文件夹归档三份文档:项目大纲、文案、评分标准 - README 更新评分权重表和夹板固定流程
173 lines
6.1 KiB
C#
173 lines
6.1 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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/// <summary>
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/// 实验流程状态机——整个项目的核心控制器。
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/// 负责步骤推进、模式切换、UI 更新、加权考核判分调度。
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/// 挂在一个持久化的 GameObject 上。
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/// </summary>
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public class StepManager : MonoBehaviour
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{
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[Header("配置")]
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public ExperimentConfig Config;
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[Header("事件(拖入场景对象或通过代码绑定)")]
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public UnityEvent<int> OnStepChanged; // 步骤切换时触发,传新步骤索引
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public UnityEvent<string> OnTipChanged; // Tip 文案更新
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public UnityEvent<string> OnDialogueChanged; // 角色对话更新
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public UnityEvent<StepData> OnExamPopup; // 考核弹窗触发,传当前 StepData
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public UnityEvent<string> OnDetailedContent; // 详细操作说明更新(甲方补充)
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public UnityEvent OnExperimentComplete; // 实验全部完成
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public UnityEvent<string, bool> OnVideoToggle; // 画中画视频开关(文件名, 是否激活)
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public UnityEvent<bool> OnModeUIUpdate; // 通知 UI 刷新模式按钮状态
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// 私有状态
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private StepData[] _activeSteps;
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private int _currentStepIndex = -1;
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private ExperimentMode _mode;
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private FixationMethod _fixation;
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public int CurrentStepIndex => _currentStepIndex;
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public int TotalSteps => _activeSteps != null ? _activeSteps.Length : 0;
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public ExperimentMode Mode => _mode;
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public FixationMethod Fixation => _fixation;
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/// <summary>用 GameManager 的当前设置初始化实验流程</summary>
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public void InitializeFromGameManager()
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{
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var gm = GameManager.Instance;
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if (gm == null) { Debug.LogError("StepManager: GameManager.Instance is null!"); return; }
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Initialize(gm.CurrentExperimentType, gm.CurrentMode, gm.CurrentFixationMethod);
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}
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/// <summary>显式指定参数初始化</summary>
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public void Initialize(ExperimentType type, ExperimentMode mode, FixationMethod fixation)
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{
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_mode = mode;
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_fixation = fixation;
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Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
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if (Config == null)
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{
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Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type},请在 Resources/Configs/ 下创建");
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return;
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}
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_activeSteps = Config.GetStepsFor(mode, fixation);
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if (_activeSteps == null || _activeSteps.Length == 0)
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{
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Debug.LogError($"StepManager: 实验 {type} 模式 {mode} 固定方式 {fixation} 无步骤数据!");
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return;
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}
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_currentStepIndex = -1;
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if (mode == ExperimentMode.Exam)
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GameManager.Instance.InitExamRecord(_activeSteps.Length);
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OnModeUIUpdate?.Invoke(mode == ExperimentMode.Exam);
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GoToStep(0);
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}
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/// <summary>跳转到指定步骤(含边界检查)</summary>
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public void GoToStep(int index)
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{
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if (_activeSteps == null) return;
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index = Mathf.Clamp(index, 0, _activeSteps.Length - 1);
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if (index == _currentStepIndex) return;
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_currentStepIndex = index;
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var step = _activeSteps[index];
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if (_mode == ExperimentMode.Learn)
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{
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OnTipChanged?.Invoke(step.TipText);
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OnDialogueChanged?.Invoke(step.DialogueText);
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OnDetailedContent?.Invoke(step.DetailedContent);
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if (step.ShowPipVideo)
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OnVideoToggle?.Invoke(step.VideoFileName, true);
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else
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OnVideoToggle?.Invoke(null, false);
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}
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else
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{
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OnTipChanged?.Invoke("");
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OnDialogueChanged?.Invoke("");
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OnDetailedContent?.Invoke("");
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OnVideoToggle?.Invoke(null, false);
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if (!string.IsNullOrEmpty(step.ExamQuestionText))
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OnExamPopup?.Invoke(step);
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}
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OnStepChanged?.Invoke(_currentStepIndex);
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}
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/// <summary>下一步</summary>
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public void NextStep()
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{
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if (_activeSteps == null) return;
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if (_currentStepIndex >= _activeSteps.Length - 1)
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{
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CompleteExperiment();
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return;
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}
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GoToStep(_currentStepIndex + 1);
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}
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/// <summary>上一步</summary>
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public void PreviousStep()
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{
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if (_activeSteps == null || _currentStepIndex <= 0) return;
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GoToStep(_currentStepIndex - 1);
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}
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/// <summary>获取当前步骤数据(只读)</summary>
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public StepData GetCurrentStep()
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{
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if (_activeSteps == null || _currentStepIndex < 0 || _currentStepIndex >= _activeSteps.Length)
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return null;
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return _activeSteps[_currentStepIndex];
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}
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/// <summary>
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/// 当前步骤互动完成后的回调。
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/// proportion: 得分比例 0~1(SequenceClick 按子项命中比例,其余全对=1,全错=0)。
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/// </summary>
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public void OnStepInteractionComplete(float proportion = 1f, string feedback = "")
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{
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var step = GetCurrentStep();
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if (step == null) return;
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if (_mode == ExperimentMode.Exam)
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{
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string fb = string.IsNullOrEmpty(feedback) ? step.ErrorFeedback : feedback;
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GameManager.Instance.RecordExamResult(_currentStepIndex, step.ScoreWeight, proportion, fb);
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}
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if (_mode == ExperimentMode.Learn)
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NextStep();
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}
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/// <summary>实验完成</summary>
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private void CompleteExperiment()
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{
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Debug.Log("StepManager: 实验流程结束");
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OnExperimentComplete?.Invoke();
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}
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/// <summary>切换模式(学习 ↔ 考核),从头开始</summary>
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public void SwitchMode(ExperimentMode newMode)
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{
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GameManager.Instance.CurrentMode = newMode;
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Initialize(GameManager.Instance.CurrentExperimentType, newMode, GameManager.Instance.CurrentFixationMethod);
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}
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/// <summary>切换固定方式,从头开始</summary>
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public void SwitchFixation(FixationMethod newFixation)
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{
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GameManager.Instance.CurrentFixationMethod = newFixation;
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Initialize(GameManager.Instance.CurrentExperimentType, GameManager.Instance.CurrentMode, newFixation);
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}
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}
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