using UnityEngine; using UnityEngine.UI; using System.Collections; /// /// 片头动画流程控制器:控制 man 的 Idle → Shoot → Fall 流程, /// 摔倒后黑幕转场,显示 woman 和 maninjury,切换到 camera2。 /// 挂载在 [Managers] 上,由 PageController 在用户选定固定方式后调用。 /// public class OpeningFlowController : MonoBehaviour { [Header("=== 角色引用 ===")] [SerializeField] private Animator _manAnimator; [SerializeField] private Animator _man2Animator; [SerializeField] private GameObject _man2Object; [SerializeField] private GameObject _womanObject; [SerializeField] private GameObject _manInjuryObject; [Header("=== 黑幕 UI ===")] [SerializeField] private GameObject _blackScreenPanel; [SerializeField] private Image _blackScreenImage; [Header("=== 时间配置 ===")] [SerializeField] private float _idleDuration = 2f; [SerializeField] private float _fadeDuration = 1f; [SerializeField] private float _fallHoldDuration = 1.5f; private void Start() { AutoAssignReferences(); if (_womanObject != null) _womanObject.SetActive(false); if (_manInjuryObject != null) _manInjuryObject.SetActive(false); if (_blackScreenPanel != null) { _blackScreenPanel.SetActive(true); if (_blackScreenImage != null) _blackScreenImage.color = new Color(0, 0, 0, 0); Debug.Log("[OpeningFlow] BlackScreenPanel 已就绪,初始透明"); } Debug.Log("[OpeningFlow] 就绪,等待用户选择模式和固定方式。"); } private void AutoAssignReferences() { var manGo = GameObject.Find("man"); if (manGo != null && _manAnimator == null) _manAnimator = manGo.GetComponent(); var man2Go = GameObject.Find("man2"); if (man2Go != null) { if (_man2Animator == null) _man2Animator = man2Go.GetComponent(); if (_man2Object == null) _man2Object = man2Go; } if (_womanObject == null) _womanObject = GameObject.Find("woman"); if (_manInjuryObject == null) _manInjuryObject = GameObject.Find("maninjury"); if (_blackScreenPanel == null) _blackScreenPanel = GameObject.Find("BlackScreenPanel"); if (_blackScreenPanel == null) { var allImages = FindObjectsOfType(true); foreach (var img in allImages) { if (img.name == "BlackScreenPanel") { _blackScreenPanel = img.gameObject; _blackScreenImage = img; Debug.Log("[OpeningFlow] BlackScreenPanel 通过 includeInactive 兜底找到"); break; } } } if (_blackScreenPanel != null && _blackScreenImage == null) _blackScreenImage = _blackScreenPanel.GetComponent(); if (_blackScreenPanel == null) Debug.LogWarning("[OpeningFlow] BlackScreenPanel 未找到!黑幕转场将不会显示"); else Debug.Log($"[OpeningFlow] BlackScreenPanel 已找到: activeInHierarchy={_blackScreenPanel.activeInHierarchy}, Image={_blackScreenImage != null}"); } public void PlayOpeningFlow(System.Action onComplete) { Debug.Log("[OpeningFlow] PlayOpeningFlow() 被调用"); StartCoroutine(RunOpeningFlow(onComplete)); } private IEnumerator RunOpeningFlow(System.Action onComplete) { Debug.Log("=== [OpeningFlow] 片头动画流程开始 ==="); if (_manAnimator != null) { _manAnimator.SetBool("IsStart", false); _manAnimator.SetBool("IsFull", false); _manAnimator.Play("manIdle", 0, 0f); Debug.Log("[OpeningFlow] man Animator 已重置: IsStart=false, IsFull=false, 强制播放 manIdle"); } Debug.Log($"[OpeningFlow] Step1: man + man2 Idle ({_idleDuration}s)"); yield return new WaitForSeconds(_idleDuration); Debug.Log("[OpeningFlow] Step2: man Shoot 动画开始"); if (_manAnimator != null) { _manAnimator.SetBool("IsFull", false); _manAnimator.SetBool("IsStart", true); Debug.Log("[OpeningFlow] man IsStart=true, IsFull=false, 触发 Shoot"); yield return new WaitForSeconds(3.15f); _manAnimator.SetBool("IsStart", false); Debug.Log("[OpeningFlow] Step2: man Shoot 动画结束"); } Debug.Log("[OpeningFlow] Step3: man Fall 动画开始"); if (_manAnimator != null) { _manAnimator.SetBool("IsFull", true); Debug.Log("[OpeningFlow] man IsFull=true, 触发 manfull"); yield return new WaitForSeconds(2.1f); Debug.Log("[OpeningFlow] Step3: man Fall 动画结束"); yield return new WaitForSeconds(_fallHoldDuration); Debug.Log($"[OpeningFlow] Step3: 摔倒后停留缓冲 {_fallHoldDuration}s 结束"); } Debug.Log("[OpeningFlow] Step4: 黑幕转场开始"); yield return StartCoroutine(FadeBlackScreen(0f, 1f)); if (_man2Object != null) { _man2Object.SetActive(false); Debug.Log("[OpeningFlow] man2 已隐藏"); } if (_womanObject != null) { _womanObject.SetActive(true); Debug.Log("[OpeningFlow] woman 已显示"); } if (_manInjuryObject != null) { _manInjuryObject.SetActive(true); Debug.Log("[OpeningFlow] maninjury 已显示"); } SwitchToCamera2(); yield return new WaitForSeconds(0.3f); yield return StartCoroutine(FadeBlackScreen(1f, 0f)); Debug.Log("=== [OpeningFlow] 片头动画流程完成 ==="); onComplete?.Invoke(); } private void SwitchToCamera2() { var camera2Go = GameObject.Find("camera2"); if (camera2Go != null) { var cam2 = camera2Go.GetComponent(); if (cam2 != null) { cam2.enabled = true; Debug.Log("[OpeningFlow] camera2 已启用"); } else Debug.LogWarning("[OpeningFlow] camera2 上没有 Camera 组件"); var mainCam = Camera.main; if (mainCam != null) { mainCam.enabled = false; Debug.Log("[OpeningFlow] 主摄像机已禁用"); } } else Debug.LogWarning("[OpeningFlow] 未找到 camera2"); } private IEnumerator FadeBlackScreen(float fromAlpha, float toAlpha) { if (_blackScreenPanel == null || _blackScreenImage == null) { Debug.LogWarning("[OpeningFlow] BlackScreenPanel/Image 为空,跳过转场"); yield break; } _blackScreenPanel.SetActive(true); float elapsed = 0f; while (elapsed < _fadeDuration) { elapsed += Time.deltaTime; float t = Mathf.Clamp01(elapsed / _fadeDuration); _blackScreenImage.color = new Color(0, 0, 0, Mathf.Lerp(fromAlpha, toAlpha, t)); yield return null; } _blackScreenImage.color = new Color(0, 0, 0, toAlpha); if (toAlpha <= 0.01f) _blackScreenPanel.SetActive(false); } }