Files
VFSUnity/Assets/Scripts/Animation/OpeningFlowController.cs
T
yangbear c1f1428d39 fix: Idle缩到1s + 摔倒改用Play直接播放避免被Animator过渡跳过
- Idle从2s缩短到1s
- Fall不再依赖SetBool+Animator过渡,改用Play("manfull")直接播放
- 摔倒后停留2s确保看清
2026-06-30 00:52:13 +08:00

200 lines
7.4 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
/// <summary>
/// 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。
/// </summary>
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<Animator>();
var man2Go = GameObject.Find("man2");
if (man2Go != null)
{
if (_man2Animator == null) _man2Animator = man2Go.GetComponent<Animator>();
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<Image>(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<Image>();
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 ===");
// 重置参数,让 Animator 默认进入 Idle
if (_manAnimator != null)
{
_manAnimator.SetBool("IsStart", false);
_manAnimator.SetBool("IsFull", false);
Debug.Log("[OpeningFlow] man Animator 已重置, 默认 Idle");
}
// Step 1: Idle 1s
Debug.Log("[OpeningFlow] Step1: man + man2 Idle (1s)");
yield return new WaitForSeconds(1f);
// Step 2: Shoot (3.15s) —— 每帧锁 IsFull=false
Debug.Log("[OpeningFlow] Step2: man Shoot 开始 (3.15s)");
if (_manAnimator != null)
{
_manAnimator.SetBool("IsFull", false);
_manAnimator.SetBool("IsStart", true);
float t = 0f;
while (t < 3.15f)
{
t += Time.deltaTime;
_manAnimator.SetBool("IsFull", false);
yield return null;
}
_manAnimator.SetBool("IsStart", false);
Debug.Log("[OpeningFlow] Step2: Shoot 结束");
}
// Step 3: 摔倒 —— 直接用 Play 保证播放,不走 Animator 过渡
Debug.Log("[OpeningFlow] Step3: manfall 开始 (直接 Play)");
if (_manAnimator != null)
{
_manAnimator.Play("manfull", 0, 0f);
Debug.Log("[OpeningFlow] manfull 已触发, 等待 2.1s");
}
yield return new WaitForSeconds(2.1f);
Debug.Log("[OpeningFlow] manfull 播放完成, 停留 2s");
yield return new WaitForSeconds(2f);
// Step 4: 黑幕转场
Debug.Log("[OpeningFlow] Step4: 黑幕转场开始");
yield return StartCoroutine(FadeBlackScreen(0f, 1f));
// 隐藏 man 和 man2,显示 woman 和 manInjury
if (_manAnimator != null) { _manAnimator.gameObject.SetActive(false); Debug.Log("[OpeningFlow] man 已隐藏"); }
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<Camera>();
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);
}
}