fix: 修复 manIdle 未播放问题 + 添加 camera2 切换
- RunOpeningFlow 开头强制重置 Animator: SetBool(false) + Play("manIdle")
- Step2 前确保 IsFull=false(适配 Idle→Shoot 过渡条件)
- 黑屏转场后调用 SwitchToCamera2(),启用 camera2、禁用主摄像机
- 所有关键步骤增加详细 Debug.Log
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@@ -73,15 +73,31 @@ public class OpeningFlowController : MonoBehaviour
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{
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Debug.Log("=== [OpeningFlow] 片头动画流程开始 ===");
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// 强制重置 man 所有动画参数,确保从 Idle 状态开始
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if (_manAnimator != null)
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{
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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] man Animator 已重置: IsStart=false, IsFull=false, 强制播放 manIdle");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] _manAnimator 为空!");
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}
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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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// 先确保 IsFull=false(因为 Idle→Shoot 过渡条件需要 IsFull=false)
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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("IsFull", false);
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_manAnimator.SetBool("IsStart", true);
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Debug.Log("[OpeningFlow] man IsStart=true, IsFull=false, 触发 Shoot");
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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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@@ -96,6 +112,7 @@ public class OpeningFlowController : MonoBehaviour
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if (_manAnimator != null)
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{
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_manAnimator.SetBool("IsFull", true);
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Debug.Log("[OpeningFlow] man IsFull=true, 触发 manfull");
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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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@@ -104,7 +121,7 @@ public class OpeningFlowController : MonoBehaviour
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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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// Step 4: 黑幕转场 —— 渐入 -> 切换角色+摄像机 -> 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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@@ -113,6 +130,9 @@ public class OpeningFlowController : MonoBehaviour
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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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// 切换摄像机到 camera2
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SwitchToCamera2();
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yield return new WaitForSeconds(0.3f);
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yield return StartCoroutine(FadeBlackScreen(1f, 0f));
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@@ -120,6 +140,39 @@ public class OpeningFlowController : MonoBehaviour
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onComplete?.Invoke();
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}
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/// <summary>
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/// 切换到 camera2,禁用主摄像机
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/// </summary>
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private void SwitchToCamera2()
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{
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var camera2Go = GameObject.Find("camera2");
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if (camera2Go != null)
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{
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var cam2 = camera2Go.GetComponent<Camera>();
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if (cam2 != null)
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{
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cam2.enabled = true;
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Debug.Log("[OpeningFlow] camera2 已启用");
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] camera2 上没有 Camera 组件!");
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}
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// 禁用主摄像机(MainCamera 或标签为 MainCamera 的)
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var mainCam = Camera.main;
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if (mainCam != null)
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{
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mainCam.enabled = false;
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Debug.Log("[OpeningFlow] 主摄像机已禁用");
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}
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}
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else
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{
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Debug.LogWarning("[OpeningFlow] 未找到 camera2,摄像机未切换");
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}
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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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