Files
VFSUnity/Assets/Scripts/UI/MainMenuUI.cs
T
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

39 lines
1.3 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
/// <summary>
/// Main menu UI — assign all fields in Inspector.
/// </summary>
public class MainMenuUI : MonoBehaviour
{
[Header("Text")]
public Text titleText;
public Text versionText;
[Header("Buttons")]
public Button cprButton;
public Button fractureButton;
public Button sprainButton;
public Button bleedingButton;
public Button transportButton;
private void Start()
{
if (titleText != null) titleText.text = "运动伤害现场急救处理虚拟仿真实验";
if (versionText != null) versionText.text = $"v{Application.version}";
if (cprButton != null) cprButton.onClick.AddListener(() => OnSelect("CPR"));
if (fractureButton != null) fractureButton.onClick.AddListener(() => OnSelect("FractureFixation"));
if (sprainButton != null) sprainButton.onClick.AddListener(() => OnSelect("SprainBandage"));
if (bleedingButton != null) bleedingButton.onClick.AddListener(() => OnSelect("BleedingBandage"));
if (transportButton != null) transportButton.onClick.AddListener(() => OnSelect("CasualtyTransport"));
}
private void OnSelect(string experimentId)
{
PlayerPrefs.SetString("SelectedExperiment", experimentId);
SceneManager.LoadScene("ModeSelection");
}
}