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。 /// 挂在一个独立的空 GameObject 上(如 SceneRoot)。 /// 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; private void Start() { // 自动查找引用 AutoAssignReferences(); // 初始状态确认:woman 和 maninjury 应该隐藏 if (_womanObject != null) _womanObject.SetActive(false); if (_manInjuryObject != null) _manInjuryObject.SetActive(false); if (_blackScreenPanel != null) _blackScreenPanel.SetActive(false); // 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 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 (_blackScreenImage == null && _blackScreenPanel != null) _blackScreenImage = _blackScreenPanel.GetComponent(); } /// /// 公开方法:由 PageController 在用户选定固定方式后调用。 /// 播放片头动画(man Idle→Shoot→Fall→黑幕转场→显示woman+maninjury), /// 完成后回调 onComplete。 /// public void PlayOpeningFlow(System.Action onComplete) { Debug.Log("[OpeningFlow] PlayOpeningFlow() 被调用,开始播放片头动画。"); StartCoroutine(RunOpeningFlow(onComplete)); } private IEnumerator RunOpeningFlow(System.Action onComplete) { Debug.Log("=== [OpeningFlow] 片头动画流程开始 ==="); // 强制重置 man 所有动画参数,确保从 Idle 状态开始 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"); } else { Debug.LogWarning("[OpeningFlow] _manAnimator 为空!"); } // Step 1: man 和 man2 同时 Idle,持续 _idleDuration 秒 Debug.Log($"[OpeningFlow] Step1: man + man2 Idle ({_idleDuration}s)"); yield return new WaitForSeconds(_idleDuration); // Step 2: man 投篮动画 Shoot (3.15s) // 先确保 IsFull=false(因为 Idle→Shoot 过渡条件需要 IsFull=false) 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"); } else { Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step2"); } // Step 3: man 摔倒动画 manfull (2.1s) 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"); } else { Debug.LogWarning("[OpeningFlow] _manAnimator 为空,跳过 Step3"); } // Step 4: 黑幕转场 —— 渐入 -> 切换角色+摄像机 -> 渐出 Debug.Log("[OpeningFlow] Step4: 黑幕转场开始"); yield return StartCoroutine(FadeBlackScreen(0f, 1f)); // 切换角色 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"); } // 切换摄像机到 camera2 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(); } /// /// 切换到 camera2,禁用主摄像机 /// 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!"); } // 禁用主摄像机(MainCamera 或标签为 MainCamera 的) 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,摄像机未切换"); } } private IEnumerator FadeBlackScreen(float fromAlpha, float toAlpha) { if (_blackScreenPanel == null || _blackScreenImage == null) { Debug.LogWarning("[OpeningFlow] BlackScreenPanel 或 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); } }