feat: 开场动画开关 _enableOpeningFlow (Inspector可调)
- 新增 [SerializeField] _enableOpeningFlow,默认true - 设为false时直接跳过动画,切场景状态后回调 - 方便调试验证后续功能
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@@ -86,15 +86,22 @@ public class OpeningFlowController : MonoBehaviour
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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");
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Debug.Log($"[OpeningFlow] PlayOpeningFlow() 被调用, enable={_enableOpeningFlow}");
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if (_manAnimator != null)
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if (!_enableOpeningFlow)
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{
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_manAnimator.gameObject.SetActive(true);
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_manAnimator.SetBool("IsStart", false);
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_manAnimator.SetBool("IsFull", false);
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_manAnimator.Play("manIdle", 0, 0f);
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Debug.Log("[OpeningFlow] 开场动画已禁用,直接跳过");
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// 跳过动画但状态还是要切:隐藏man/man2,显示woman/manInjury,切camera2
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if (_manAnimator != null) _manAnimator.gameObject.SetActive(false);
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if (_man2Object != null) _man2Object.SetActive(false);
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if (_womanObject != null) _womanObject.SetActive(true);
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if (_manInjuryObject != null) _manInjuryObject.SetActive(true);
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SwitchToCamera2();
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onComplete?.Invoke();
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return;
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}
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if (_manAnimator != null) { _manAnimator.gameObject.SetActive(true); _manAnimator.SetBool("IsStart", false); _manAnimator.SetBool("IsFull", false); _manAnimator.Play("manIdle", 0, 0f); }
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if (_man2Object != null) _man2Object.SetActive(true);
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if (_womanObject != null) _womanObject.SetActive(false);
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if (_manInjuryObject != null) _manInjuryObject.SetActive(false);
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@@ -195,4 +202,8 @@ public class OpeningFlowController : MonoBehaviour
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if (toAlpha <= 0.01f)
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_blackScreenPanel.SetActive(false);
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}
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[Header("=== 开关 ===")]
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[SerializeField] private bool _enableOpeningFlow = true;
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}
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