Files
VFSUnity/Assets/Scripts/UI/ExamPopup.cs
T
yangbear a11e003fcd feat: VFS 虚拟仿真实验核心框架 v2
- 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
2026-06-24 02:07:43 +08:00

155 lines
4.8 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System;
/// <summary>
/// 考核弹窗:选择题 + 操作确认。
/// 挂在弹窗 Panel 上,由 UIManager 调用 Show()。
/// 回调返回 proportion (0~1 得分比例) 和 feedback。
/// </summary>
public class ExamPopup : MonoBehaviour
{
[Header("UI 组件")]
[SerializeField] private GameObject _popupRoot;
[SerializeField] private TMP_Text _questionText;
[SerializeField] private Toggle[] _optionToggles;
[SerializeField] private TMP_Text[] _optionLabels;
[SerializeField] private Button _confirmButton;
[SerializeField] private TMP_Text _feedbackText;
[Header("操作题 UI(点击序列)")]
[SerializeField] private GameObject _operationPanel;
[SerializeField] private TMP_Text _operationHint;
private StepData _currentStep;
private Action<float, string> _onAnswerCallback;
private int _selectedIndex = -1;
private void Awake()
{
_confirmButton?.onClick.AddListener(OnConfirm);
if (_popupRoot != null) _popupRoot.SetActive(false);
}
public void Show(StepData step, Action<float, string> onAnswer)
{
_currentStep = step;
_onAnswerCallback = onAnswer;
_selectedIndex = -1;
if (_feedbackText != null) _feedbackText.text = "";
if (_popupRoot != null) _popupRoot.SetActive(true);
_questionText?.SetText(step.ExamQuestionText);
switch (step.CompleteType)
{
case StepCompleteType.MultipleChoice:
SetupMultipleChoice(step);
break;
case StepCompleteType.ClickObject:
SetupClickObject(step);
break;
case StepCompleteType.SequenceClick:
SetupSequenceClick(step);
break;
default:
SetupDefault(step);
break;
}
}
#region 题型配置
private void SetupMultipleChoice(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(false);
int optionCount = step.ExamOptions?.Length ?? 0;
for (int i = 0; i < _optionToggles.Length; i++)
{
bool active = i < optionCount;
_optionToggles[i].gameObject.SetActive(active);
_optionToggles[i].isOn = false;
_optionToggles[i].onValueChanged.RemoveAllListeners();
int idx = i;
_optionToggles[i].onValueChanged.AddListener((val) => { if (val) _selectedIndex = idx; });
if (active) _optionLabels[i]?.SetText(step.ExamOptions[i]);
}
_confirmButton?.gameObject.SetActive(true);
}
private void SetupClickObject(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
_operationHint?.SetText($"请点击场景中的 {step.TargetTag} 物体");
}
private void SetupSequenceClick(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(true);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
_operationHint?.SetText("请按正确顺序点击物体,完成后按确定");
}
private void SetupDefault(StepData step)
{
if (_operationPanel != null) _operationPanel.SetActive(false);
if (_optionToggles != null)
foreach (var t in _optionToggles) t.gameObject.SetActive(false);
_confirmButton?.gameObject.SetActive(true);
}
#endregion
#region 确认与判定
private void OnConfirm()
{
if (_currentStep == null) return;
float proportion = 1f;
string feedback = "";
switch (_currentStep.CompleteType)
{
case StepCompleteType.MultipleChoice:
bool correct = _selectedIndex == _currentStep.CorrectOptionIndex;
proportion = correct ? 1f : 0f;
feedback = correct ? "" : _currentStep.ErrorFeedback;
if (!correct && _feedbackText != null)
_feedbackText.text = feedback;
break;
default:
proportion = 1f;
break;
}
if (proportion <= 0f && !string.IsNullOrEmpty(feedback))
{
_onAnswerCallback?.Invoke(0f, feedback);
Hide();
}
else
{
_onAnswerCallback?.Invoke(proportion, feedback);
Hide();
}
}
public void Hide()
{
if (_popupRoot != null) _popupRoot.SetActive(false);
_currentStep = null;
_onAnswerCallback = null;
}
#endregion
}