fix: _enableOpeningFlow=false时也要DeactivateManInjuryChildren+移入RunOpeningFlow
- skip分支加DeactivateManInjuryChildren调用 - 正常流程把清理从PlayOpeningFlow移到RunOpeningFlow(manInjury激活后) - 确保无论是否播开场动画ping都不会残留
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@@ -97,7 +97,7 @@ public class OpeningFlowController : MonoBehaviour
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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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if (_manInjuryObject != null) { _manInjuryObject.SetActive(true); DeactivateManInjuryChildren(); }
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SwitchToCamera2();
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onComplete?.Invoke();
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return;
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@@ -148,7 +148,7 @@ public class OpeningFlowController : MonoBehaviour
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if (_manAnimator != null) { _manAnimator.gameObject.SetActive(false); Debug.Log("[OpeningFlow] man 已隐藏"); }
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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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if (_manInjuryObject != null) { _manInjuryObject.SetActive(true); DeactivateManInjuryChildren(); Debug.Log("[OpeningFlow] manInjury 已显示,子级已清理"); }
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SwitchToCamera2();
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yield return new WaitForSeconds(0.3f);
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