5778de59ab
- InitWomanSteps()保存_womanInitPos/_womanInitRot - MoveWomanToStep(0)不再跳过,改为恢复到初始位置 - step=0时显示point1(通过UpdateTouchVisibility)
275 lines
9.6 KiB
C#
275 lines
9.6 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(优先级:Inspector直接赋值 > ExperimentFlowCoordinator兜底 > Resources加载)")]
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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;
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public UnityEvent<string> OnTipChanged;
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public UnityEvent<string> OnDialogueChanged;
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public UnityEvent<StepData> OnExamPopup;
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public UnityEvent<string> OnDetailedContent;
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public UnityEvent OnExperimentComplete;
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public UnityEvent<string, bool> OnVideoToggle;
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public UnityEvent<bool> OnModeUIUpdate;
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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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private bool _initialized = false;
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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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public bool IsInitialized => _initialized;
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/// <summary>用 GameManager 的当前设置初始化</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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// 如果 Inspector 里没有直接拖 Config,尝试从 ExperimentFlowCoordinator 获取兜底配置
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if (Config == null)
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{
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var coordinator = FindObjectOfType<ExperimentFlowCoordinator>();
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if (coordinator != null && coordinator.DefaultConfig != null)
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{
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Config = coordinator.DefaultConfig;
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}
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}
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// 最后尝试从 Resources 加载
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if (Config == null)
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{
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Config = Resources.Load<ExperimentConfig>($"Configs/{type}Config");
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}
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if (Config == null)
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{
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Debug.LogError($"StepManager: 找不到 ExperimentConfig for {type}。" +
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"请在 Inspector 中直接拖入 Config,或在 ExperimentFlowCoordinator 上设置 Default Config," +
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"或在 Resources/Configs/ 下创建 ScriptableObject。");
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return;
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}
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_mode = mode;
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_fixation = fixation;
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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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_initialized = true;
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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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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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public void NextStep()
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{
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// Woman 自由步进优先
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if (_womanObject != null && _womanPositions != null) { WomanStepNext(); return; }
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if (_activeSteps == null) return;
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if (_currentStepIndex >= _activeSteps.Length - 1) { CompleteExperiment(); return; }
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GoToStep(_currentStepIndex + 1);
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}
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public void PreviousStep()
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{
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// Woman 自由步进优先
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if (_womanObject != null && _womanPositions != null) { WomanStepPrevious(); return; }
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if (_activeSteps == null) return;
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if (_currentStepIndex <= 0) return;
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GoToStep(_currentStepIndex - 1);
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}
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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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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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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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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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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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public void InitWomanSteps()
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{
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_womanObject = GameObject.Find("woman");
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_touchArrayObject = GameObject.Find("touchArray");
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// 保存初始位置,用于回退到 step 0
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if (_womanObject != null)
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{
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_womanInitPos = _womanObject.transform.position;
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_womanInitRot = _womanObject.transform.rotation;
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Debug.Log($"StepManager: woman初始位置已保存 ({_womanInitPos})");
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}
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var pts = GameObject.Find("womanPointArray");
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if (pts != null) { _womanMaxStep = pts.transform.childCount; _womanPositions = new Transform[_womanMaxStep]; for (int i = 0; i < _womanMaxStep; i++) _womanPositions[i] = pts.transform.GetChild(i); }
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if (_touchArrayObject != null) { _touchPoints = new GameObject[_touchArrayObject.transform.childCount]; for (int i = 0; i < _touchPoints.Length; i++) _touchPoints[i] = _touchArrayObject.transform.GetChild(i).gameObject; }
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_womanStepIndex = 0;
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Debug.Log($"StepManager: Woman步进已初始化, 共{_womanMaxStep}个位置");
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}
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public void RecordWomanStep(int newStepIndex) { _womanStepIndex = Mathf.Clamp(newStepIndex, 0, _womanMaxStep); Debug.Log($"StepManager: Woman步进 -> {_womanStepIndex}"); OnStepChanged?.Invoke(_womanStepIndex); }
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private void WomanStepPrevious()
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{
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if (_womanStepIndex <= 0) return;
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_womanStepIndex--;
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MoveWomanToStep(_womanStepIndex);
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UpdateTouchVisibility(_womanStepIndex);
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Debug.Log($"StepManager: Woman撤销 -> {_womanStepIndex}");
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OnStepChanged?.Invoke(_womanStepIndex);
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}
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private void WomanStepNext()
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{
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if (_womanStepIndex >= _womanMaxStep) return;
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_womanStepIndex++;
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MoveWomanToStep(_womanStepIndex);
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UpdateTouchVisibility(_womanStepIndex);
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Debug.Log($"StepManager: Woman前进 -> {_womanStepIndex}");
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OnStepChanged?.Invoke(_womanStepIndex);
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}
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private void MoveWomanToStep(int step)
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{
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if (_womanObject == null || _womanPositions == null) return;
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if (step < 0 || step > _womanPositions.Length) return;
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if (step == 0)
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{
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// 回到初始位置
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_womanObject.transform.position = _womanInitPos;
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_womanObject.transform.rotation = _womanInitRot;
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Debug.Log("StepManager: woman 回到初始位置");
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}
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else
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{
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var t = _womanPositions[step - 1];
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_womanObject.transform.position = t.position;
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_womanObject.transform.rotation = t.rotation;
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}
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}
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private void UpdateTouchVisibility(int step)
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{
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if (_touchPoints == null) return;
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for (int i = 0; i < _touchPoints.Length; i++)
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{
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bool show = (i == step);
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_touchPoints[i].SetActive(show);
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if (show)
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{
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var mr = _touchPoints[i].GetComponent<MeshRenderer>();
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if (mr != null) mr.enabled = true;
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}
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}
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}
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[Header("=== Woman 步进追踪(不依赖 Config) ===")]
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[SerializeField] private GameObject _womanObject;
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[SerializeField] private GameObject _touchArrayObject;
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private int _womanStepIndex = 0;
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private int _womanMaxStep = 3;
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private Transform[] _womanPositions;
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private GameObject[] _touchPoints;
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private Vector3 _womanInitPos;
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private Quaternion _womanInitRot;
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}
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