290 lines
9.8 KiB
C#
290 lines
9.8 KiB
C#
using UnityEngine;
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using System.Collections;
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public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour
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{
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public static Animation_GenerateJudgementSituationPrefab Instance;
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[Header("生成位置 (五个轨道)")]
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public GameObject redEffect;
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public GameObject greenEffect;
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public GameObject yellowEffect;
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public GameObject purpleEffect;
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public GameObject blueEffect;
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[Header("判定飘字 Prefabs")]
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public GameObject perfect_judge_prefab;
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public GameObject great_judge_prefab;
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public GameObject good_judge_prefab;
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public GameObject miss_judge_prefab;
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[Header("缩放与随机")]
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public float baseScale = 1.0f;
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public bool useRandomScale = true;
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public float minScaleMultiplier = 0.8f;
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public float maxScaleMultiplier = 1.2f;
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[Header("物理跳跃设置")]
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public float jumpForce = 5.0f; // 向上弹起的初始速度
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public float gravity = -12.0f; // 重力
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[Header("时间与透明度控制 (秒)")]
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public float fadeInTime = 0.1f; // 生成后多少秒完成渐显 (0->1)
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public float fadeOutStartTime = 0.6f; // 生成后第几秒开始渐隐
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public float fadeOutDuration = 0.3f; // 渐隐动画持续时长
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// Cache spawn transforms to avoid accessing destroyed GameObject references.
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private Transform redSpawn;
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private Transform greenSpawn;
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private Transform yellowSpawn;
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private Transform purpleSpawn;
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private Transform blueSpawn;
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// Track last scene to detect scene changes
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private int lastSceneIndex = -1;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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// 注意:仅当第一次创建时保留,允许重新加载
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// DontDestroyOnLoad(gameObject); // ← 移除此行以允许场景重新加载时的清理
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}
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else if (Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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CacheSpawnPoints();
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lastSceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
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}
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private void Start()
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{
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// Ensure spawn points are cached after all scene objects are initialized
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CacheSpawnPointsIfNeeded();
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}
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private void OnEnable()
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{
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// Detect scene reload and refresh cache
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int currentSceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
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if (currentSceneIndex != lastSceneIndex)
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{
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if (GameConfig.verboseLogs) Debug.Log($"[Animation_Generate] Scene changed detected (from {lastSceneIndex} to {currentSceneIndex}), refreshing spawn point cache");
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lastSceneIndex = currentSceneIndex;
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CacheSpawnPoints();
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}
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else
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{
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CacheSpawnPointsIfNeeded();
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}
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}
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private void CacheSpawnPointsIfNeeded()
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{
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// Only recache if any of the references appear to be invalid (destroyed)
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if (redSpawn == null || greenSpawn == null || yellowSpawn == null || purpleSpawn == null || blueSpawn == null)
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{
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// Check if the effect GameObjects are still valid
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bool anyInvalid = (redEffect == null || redEffect.transform == null) ||
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(greenEffect == null || greenEffect.transform == null) ||
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(yellowEffect == null || yellowEffect.transform == null) ||
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(purpleEffect == null || purpleEffect.transform == null) ||
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(blueEffect == null || blueEffect.transform == null);
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if (anyInvalid || redSpawn == null)
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{
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CacheSpawnPoints();
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}
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}
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}
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private void CacheSpawnPoints()
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{
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// Important: check Unity "fake null" before accessing .transform
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redSpawn = redEffect != null ? redEffect.transform : null;
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greenSpawn = greenEffect != null ? greenEffect.transform : null;
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yellowSpawn = yellowEffect != null ? yellowEffect.transform : null;
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purpleSpawn = purpleEffect != null ? purpleEffect.transform : null;
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blueSpawn = blueEffect != null ? blueEffect.transform : null;
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if (GameConfig.verboseLogs)
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{
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Debug.Log($"[Animation_Generate] Cached spawn points: red={redSpawn!=null}, green={greenSpawn!=null}, yellow={yellowSpawn!=null}, purple={purpleSpawn!=null}, blue={blueSpawn!=null}");
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}
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}
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public void SpawnJudgePrefab(string color, string judgeResult)
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{
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if (string.IsNullOrEmpty(color))
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{
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Debug.LogError("[Animation_Generate] SpawnJudgePrefab called with empty color!");
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return;
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}
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if (string.IsNullOrEmpty(judgeResult))
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{
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Debug.LogError("[Animation_Generate] SpawnJudgePrefab called with empty judgeResult!");
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return;
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}
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Transform spawnPoint = GetSpawnPoint(color);
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if (spawnPoint == null)
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{
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Debug.LogError($"[Animation_Generate] Could not find spawn point for color: {color}");
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return;
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}
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GameObject prefabToUse = GetJudgePrefab(judgeResult);
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if (prefabToUse == null)
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{
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Debug.LogError($"[Animation_Generate] Could not find judge prefab for result: {judgeResult}. Available: perfect={perfect_judge_prefab != null}, great={great_judge_prefab != null}, good={good_judge_prefab != null}, miss={miss_judge_prefab != null}");
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return;
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}
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if (GameConfig.verboseLogs) Debug.Log($"[Animation_Generate] Spawning judge prefab: color={color}, result={judgeResult}, prefab={prefabToUse.name}");
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GameObject instance = Instantiate(prefabToUse, spawnPoint);
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instance.transform.localPosition = Vector3.zero;
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// 处理缩放
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float finalScale = baseScale;
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if (useRandomScale) finalScale *= Random.Range(minScaleMultiplier, maxScaleMultiplier);
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instance.transform.localScale = new Vector3(finalScale, finalScale, 1f);
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// 开启运动逻辑
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StartCoroutine(AnimateSprite(instance));
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}
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private IEnumerator AnimateSprite(GameObject obj)
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{
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if (obj == null) yield break;
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SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
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float elapsed = 0f;
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float vVelocity = jumpForce;
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Vector3 currentLocalPos = Vector3.zero;
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// 计算总生命周期:开始渐隐的时间 + 渐隐持续的时长
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float totalLifeTime = fadeOutStartTime + fadeOutDuration;
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// 初始透明度
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if (sr != null)
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{
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Color c = sr.color;
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c.a = 0f;
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sr.color = c;
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}
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// 只要没到总寿命,就持续执行
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while (elapsed < totalLifeTime)
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{
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if (obj == null) yield break;
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float dt = Time.deltaTime;
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elapsed += dt;
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// --- 1. 物理位移 ---
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vVelocity += gravity * dt;
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currentLocalPos.y += vVelocity * dt;
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obj.transform.localPosition = currentLocalPos;
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// --- 2. 透明度逻辑 (基于秒数) ---
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if (sr != null)
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{
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float alpha;
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// 渐显阶段:当前时间 < fadeInTime
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if (elapsed < fadeInTime)
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{
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alpha = Mathf.InverseLerp(0f, fadeInTime, elapsed);
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}
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// 渐隐阶段:当前时间 > fadeOutStartTime
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else if (elapsed > fadeOutStartTime)
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{
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// 在 fadeOutStartTime 到 totalLifeTime 之间从 1 变到 0
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alpha = Mathf.InverseLerp(totalLifeTime, fadeOutStartTime, elapsed);
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}
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// 中间完全显示阶段
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else
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{
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alpha = 1f;
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}
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Color c = sr.color;
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c.a = Mathf.Clamp01(alpha);
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sr.color = c;
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}
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yield return null;
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}
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// --- 确保最后一帧是完全透明的 ---
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if (obj != null && sr != null)
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{
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Color c = sr.color;
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c.a = 0f;
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sr.color = c;
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}
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// 等待渲染完成,防止闪删
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yield return new WaitForEndOfFrame();
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if (obj != null) Destroy(obj);
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}
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private Transform GetSpawnPoint(string color)
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{
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if (string.IsNullOrEmpty(color)) return null;
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// 在每次调用时检查是否需要重新缓存
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CacheSpawnPointsIfNeeded();
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Transform point = null;
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switch (color.ToLower())
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{
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case "red": point = redSpawn; break;
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case "green": point = greenSpawn; break;
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case "yellow": point = yellowSpawn; break;
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case "purple": point = purpleSpawn; break;
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case "blue": point = blueSpawn; break;
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default:
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Debug.LogWarning($"[Animation_Generate] Unknown color: {color}");
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return null;
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}
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if (point == null)
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{
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Debug.LogError($"[Animation_Generate] Spawn point for color {color} is null. Check if effects are assigned in inspector. Make sure the effect object is active in the scene.");
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}
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return point;
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}
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private GameObject GetJudgePrefab(string result)
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{
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if (string.IsNullOrEmpty(result)) return null;
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GameObject prefab = null;
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switch (result.ToLower())
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{
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case "perfect": prefab = perfect_judge_prefab; break;
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case "great": prefab = great_judge_prefab; break;
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case "good": prefab = good_judge_prefab; break;
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case "miss": prefab = miss_judge_prefab; break;
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default:
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Debug.LogWarning($"[Animation_Generate] Unknown judge result: {result}");
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return null;
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}
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if (prefab == null)
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{
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Debug.LogError($"[Animation_Generate] Judge prefab for '{result}' is not assigned in inspector! Check Animation_GenerateJudgementSituationPrefab component.");
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}
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return prefab;
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}
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} |