fix: 片头动画改为用户触发而非自动播放
- OpeningFlowController: Start() 不再自动播放动画,新增 PlayOpeningFlow(Action onComplete) 公开方法 - PageController: OnFixationSelected() 先隐藏所有UI面板,调用 PlayOpeningFlow,动画结束后再显示 ExperimentPanel - 新增 HideAllPages() 方法用于片头动画期间清空UI - 所有按钮回调均保留 Debug.Log 输出
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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/// <summary>
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/// 片头动画流程控制器:控制 man 的 Idle → Shoot → Fall 流程,
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/// 摔倒后黑幕转场,显示 woman 和 maninjury。
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/// 挂在一个独立的空 GameObject 上(如 SceneRoot)。
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/// </summary>
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public class OpeningFlowController : MonoBehaviour
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{
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[Header("=== 角色引用 ===")]
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[SerializeField] private Animator _manAnimator;
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[SerializeField] private Animator _man2Animator;
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[SerializeField] private GameObject _man2Object;
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[SerializeField] private GameObject _womanObject;
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[SerializeField] private GameObject _manInjuryObject;
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[Header("=== 黑幕 UI ===")]
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[SerializeField] private GameObject _blackScreenPanel;
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[SerializeField] private Image _blackScreenImage;
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[Header("=== 时间配置 ===")]
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[SerializeField] private float _idleDuration = 2f;
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[SerializeField] private float _fadeDuration = 1f;
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private void Start()
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{
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// 自动查找引用
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AutoAssignReferences();
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// 初始状态确认:woman 和 maninjury 应该隐藏
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if (_womanObject != null) _womanObject.SetActive(false);
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if (_manInjuryObject != null) _manInjuryObject.SetActive(false);
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if (_blackScreenPanel != null) _blackScreenPanel.SetActive(false);
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// 不自动启动动画流程 —— 等待用户选择模式和固定方式后由 PageController 触发
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Debug.Log("[OpeningFlow] 就绪,等待用户选择模式和固定方式。");
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}
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private void AutoAssignReferences()
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{
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var manGo = GameObject.Find("man");
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if (manGo != null && _manAnimator == null)
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_manAnimator = manGo.GetComponent<Animator>();
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var man2Go = GameObject.Find("man2");
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if (man2Go != null)
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{
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if (_man2Animator == null) _man2Animator = man2Go.GetComponent<Animator>();
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if (_man2Object == null) _man2Object = man2Go;
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}
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if (_womanObject == null) _womanObject = GameObject.Find("woman");
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if (_manInjuryObject == null) _manInjuryObject = GameObject.Find("maninjury");
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if (_blackScreenPanel == null) _blackScreenPanel = GameObject.Find("BlackScreenPanel");
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if (_blackScreenImage == null && _blackScreenPanel != null)
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_blackScreenImage = _blackScreenPanel.GetComponent<Image>();
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}
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/// <summary>
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/// 公开方法:由 PageController 在用户选定固定方式后调用。
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/// 播放片头动画(man Idle→Shoot→Fall→黑幕转场→显示woman+maninjury),
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/// 完成后回调 onComplete。
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/// </summary>
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public void PlayOpeningFlow(System.Action onComplete)
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{
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Debug.Log("[OpeningFlow] PlayOpeningFlow() 被调用,开始播放片头动画。");
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StartCoroutine(RunOpeningFlow(onComplete));
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}
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private IEnumerator RunOpeningFlow(System.Action onComplete)
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{
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Debug.Log("=== [OpeningFlow] 片头动画流程开始 ===");
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// Step 1: man 和 man2 同时 Idle,持续 _idleDuration 秒
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Debug.Log($"[OpeningFlow] Step1: man + man2 Idle ({_idleDuration}s)");
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yield return new WaitForSeconds(_idleDuration);
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// Step 2: man 投篮动画 Shoot (3.15s)
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Debug.Log("[OpeningFlow] Step2: man Shoot 动画开始");
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if (_manAnimator != null)
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{
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_manAnimator.SetBool("IsStart", true);
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yield return new WaitForSeconds(3.15f);
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_manAnimator.SetBool("IsStart", false);
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Debug.Log("[OpeningFlow] Step2: man Shoot 动画结束");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step2");
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}
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// Step 3: man 摔倒动画 manfull (2.1s)
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Debug.Log("[OpeningFlow] Step3: man Fall 动画开始");
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if (_manAnimator != null)
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{
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_manAnimator.SetBool("IsFull", true);
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yield return new WaitForSeconds(2.1f);
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Debug.Log("[OpeningFlow] Step3: man Fall 动画结束");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step3");
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}
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// Step 4: 黑幕转场 —— 渐入 -> 切换角色 -> 渐出
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Debug.Log("[OpeningFlow] Step4: 黑幕转场开始");
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yield return StartCoroutine(FadeBlackScreen(0f, 1f));
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// 切换角色
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if (_man2Object != null) { _man2Object.SetActive(false); Debug.Log("[OpeningFlow] man2 已隐藏"); }
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if (_womanObject != null) { _womanObject.SetActive(true); Debug.Log("[OpeningFlow] woman 已显示"); }
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if (_manInjuryObject != null) { _manInjuryObject.SetActive(true); Debug.Log("[OpeningFlow] maninjury 已显示"); }
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yield return new WaitForSeconds(0.3f);
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yield return StartCoroutine(FadeBlackScreen(1f, 0f));
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Debug.Log("=== [OpeningFlow] 片头动画流程完成 ===");
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onComplete?.Invoke();
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}
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private IEnumerator FadeBlackScreen(float fromAlpha, float toAlpha)
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{
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if (_blackScreenPanel == null || _blackScreenImage == null)
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{
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Debug.LogWarning("[OpeningFlow] BlackScreenPanel 或 Image 为空,跳过转场");
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yield break;
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}
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_blackScreenPanel.SetActive(true);
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float elapsed = 0f;
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while (elapsed < _fadeDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / _fadeDuration);
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_blackScreenImage.color = new Color(0, 0, 0, Mathf.Lerp(fromAlpha, toAlpha, t));
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yield return null;
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}
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_blackScreenImage.color = new Color(0, 0, 0, toAlpha);
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if (toAlpha <= 0.01f)
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_blackScreenPanel.SetActive(false);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4aaf3f536776e4baa98839960d122cff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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