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- void Start() { Debug.LogWarning("BlockPuzzleTest 运行中"); @@ -18,7 +17,14 @@ namespace AibisDream.Test public void UnlockBlockPuzzle() { - BlockPuzzleYarnCommand.UnlockSystem(); + ActionKit.Sequence() + .Coroutine(() => { + return TimelineCenter.Instance.PlayTimelineAsync("卡扣/卡扣解锁"); + }) + .Callback(() => { + BlockPuzzleYarnCommand.UnlockSystem(); + }) + .Start(this); } public void LoadShapeRack() diff --git a/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs b/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs index 423dfed25..ad032248d 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections; using UnityEngine; using UnityEngine.Playables; @@ -316,13 +316,5 @@ namespace AibisDream ReleaseAddressableHandle(); callback?.Invoke(); } - - // /// - // /// 对象销毁时清理事件订阅 - // /// - // private void OnDestroy() - // { - - // } } } diff --git a/Assets/Scripts/SceneManagement/TimelineKit/README_TimelineKit.md b/Assets/Scripts/SceneManagement/TimelineKit/README_TimelineKit.md new file mode 100644 index 000000000..477b63bb3 --- /dev/null +++ b/Assets/Scripts/SceneManagement/TimelineKit/README_TimelineKit.md @@ -0,0 +1,254 @@ +# TimelineKit 使用文档 + +TimelineKit 是 AIBIS Dream 项目中用于统一管理 Unity Timeline 播放的中心化系统。它基于 `PlayableDirector`,提供播放控制、Addressables 动态加载、Yarn 对话集成等功能。 + +--- + +## 目录 + +1. [系统架构](#系统架构) +2. [快速开始](#快速开始) +3. [配置 DirectorHandler](#配置-directorhandler) +4. [TimelineCenter API](#timelinecenter-api) +5. [Timeline 名称格式](#timeline-名称格式) +6. [Yarn 对话集成](#yarn-对话集成) +7. [代码调用示例](#代码调用示例) +8. [Addressables 配置](#addressables-配置) +9. [常见问题](#常见问题) + +--- + +## 系统架构 + +``` +┌─────────────────┐ ┌──────────────────┐ ┌─────────────────┐ +│ TimelineCenter │────▶│ DirectorHandler │────▶│ PlayableDirector│ +│ (单例中心) │ │ (场景中的组件) │ │ (Unity 原生) │ +└─────────────────┘ └──────────────────┘ └─────────────────┘ + │ + ├── 注册/注销 Director + ├── 播放控制 (播放/暂停/停止/重置) + ├── 状态查询 (时间/时长) + └── 批量操作 +``` + +- **TimelineCenter**:单例管理器,负责注册所有 Director 并统一调度 +- **DirectorHandler**:挂载在带 `PlayableDirector` 的 GameObject 上,自动向 TimelineCenter 注册 +- **TimelineYarnCommand**:提供 Yarn Spinner 命令,可在对话脚本中直接播放 Timeline + +--- + +## 快速开始 + +### 1. 场景设置 + +1. 在场景中创建或选中一个 GameObject +2. 添加 **PlayableDirector** 组件,并分配默认的 Playable Asset +3. **将 PlayableDirector 的 Play On Awake 设为 false**,否则 Timeline 会在场景加载时立刻播放 +4. 添加 **DirectorHandler** 组件 +5. 在 DirectorHandler 中填写 **Timeline Name**(唯一标识,用于 PlayTimeline 时指定) + +### 2. 播放 Timeline + +```csharp +// 播放该 Director 自带的 Playable Asset +TimelineCenter.Instance.PlayTimeline("维修面板"); + +// 从 Addressables 加载并播放 +TimelineCenter.Instance.PlayTimeline("卡扣/卡扣解锁"); +``` + +--- + +## 配置 DirectorHandler + +| 字段 | 说明 | +|------|------| +| **timelineName** | Director 的全局唯一名称,供 PlayTimeline 等 API 使用 | +| **director** | 关联的 PlayableDirector(通常与组件同一 GameObject,可自动查找) | + +DirectorHandler 会在 `Start` 时自动向 TimelineCenter 注册,在 `OnDestroy` 时注销。 + +--- + +## TimelineCenter API + +### 播放控制 + +| 方法 | 说明 | +|------|------| +| `PlayTimeline(string timelineName)` | 播放 Timeline(同步,不等待结束) | +| `PlayTimelineAsync(string name)` | 协程版本,播放完成后 yield 返回 | +| `StopTimeline(string timelineName)` | 停止播放 | +| `PauseTimeline(string timelineName)` | 暂停 | +| `ResumeTimeline(string timelineName)` | 恢复播放 | +| `ResetTimeline(string timelineName)` | 重置到开头 | +| `HideTimeline(string timelineName)` | 隐藏该 Director 的 GameObject(SetActive(false)) | + +### 状态查询 + +| 方法 | 说明 | +|------|------| +| `GetPlaybackTime(string name)` | 获取当前播放时间(秒) | +| `GetDuration(string name)` | 获取 Timeline 总时长(秒) | + +### 扩展操作 + +| 方法 | 说明 | +|------|------| +| `SetPlaybackSpeed(string name, float speed)` | 设置播放速度 | +| `SeekToTime(string name, double time)` | 跳转到指定时间点 | + +### 批量操作 + +| 方法 | 说明 | +|------|------| +| `PauseAll()` | 暂停所有已注册的 Timeline | +| `StopAll()` | 停止所有 | +| `ResetAll()` | 重置所有 | + +--- + +## Timeline 名称格式 + +`timelineName` 支持两种格式: + +| 格式 | 示例 | 说明 | +|------|------|------| +| **仅 Director 名** | `"维修面板"` | 播放该 Director 自带的 `playableAsset` | +| **Director 名/AddressableKey** | `"卡扣/卡扣解锁"` | 从 Addressables 加载 `Timeline/{AddressableKey}` 并播放 | + +解析规则:若包含 `/`,则前半部分为 directorName,后半部分为 addressableKey;否则整个字符串为 directorName。 + +--- + +## Yarn 对话集成 + +TimelineYarnCommand 提供以下 Yarn 命令,可在 `.yarn` 文件中直接使用: + +### play_timeline + +播放 Timeline,**会等待播放完成**后再继续对话。 + +```yarn +// 播放自带 Timeline +<> + +// 播放 Addressable Timeline +<> +``` + +### reset_timeline + +重置 Timeline 到开头。 + +```yarn +<> +``` + +### hide_timeline + +隐藏 Timeline 所在的 GameObject。 + +```yarn +<> +``` + +--- + +## 代码调用示例 + +### 直接播放(不等待) + +```csharp +TimelineCenter.Instance.PlayTimeline("维修面板"); +``` + +### 协程中等待播放完成 + +```csharp +IEnumerator PlayAndDoSomething() +{ + yield return TimelineCenter.Instance.PlayTimelineAsync("卡扣/卡扣解锁"); + // 播放完成后执行 + Debug.Log("Timeline 播放完毕"); +} +``` + +### 配合 ActionKit 使用 + +```csharp +ActionKit.Sequence() + .Coroutine(() => TimelineCenter.Instance.PlayTimelineAsync("卡扣/卡扣解锁")) + .Callback(() => BlockPuzzleYarnCommand.UnlockSystem()) + .Start(this); +``` + +### 带完成回调的 DirectorHandler 播放 + +若直接持有 DirectorHandler 引用,可传入 `onComplete`: + +```csharp +// 仅适用于 Director 自带的 Asset,非 Addressable +directorHandler.Play(() => Debug.Log("播放完成")); +``` + +--- + +## Addressables 配置 + +使用 `DirectorName/AddressableKey` 格式时,DirectorHandler 会加载: + +``` +Timeline/{AddressableKey} +``` + +因此需在 Addressables 中: + +1. 创建或使用已有 Group(如「石头维修相关资源」) +2. 将 Timeline 资源加入 Group +3. 设置 Address 为 `Timeline/卡扣解锁` 等形式(或与代码中的 key 一致) + +示例(`石头维修相关资源.asset` 中已有): + +- `Timeline/卡扣解锁` +- `Timeline/卡扣锁定` + +代码中传递的 addressableKey 为 `卡扣解锁`,无需写 `Timeline/` 前缀。 + +--- + +## 常见问题 + +### Q: Timeline 一进场景就自动播放? + +将 PlayableDirector 组件的 **Play On Awake** 设为 **false**。否则 Unity 会在 Awake 时自动播放,与 TimelineCenter 的播放控制冲突。 + +### Q: Timeline 找不到? + +确保场景中对应 GameObject 上有 DirectorHandler,且 `timelineName` 与调用时一致。DirectorHandler 在 `Start` 时注册,若场景未完全加载可能尚未注册。 + +### Q: Addressable 加载失败? + +检查: + +1. Addressable 的 Address 是否包含 `Timeline/` 前缀,或与 DirectorHandler 拼出的 key 一致 +2. 资源已正确加入 Addressables Group +3. 控制台是否有 `Failed to load PlayableAsset` 等错误 + +### Q: 播放完成回调不触发? + +- `PlayTimeline` / `PlayTimelineAsync` 不直接支持回调,需用协程或 ActionKit 在播放完成后再执行逻辑 +- 直接调用 `directorHandler.Play(onComplete)` 时可使用回调,但仅适用于自带 Asset + +### Q: 多个 Director 重名? + +`timelineName` 必须全局唯一,否则后注册的会覆盖先前的。 + +--- + +## 相关文件 + +- `TimelineCenter.cs` - 中心管理器 +- `DirectorHandler.cs` - Director 组件 +- `TimelineYarnCommand.cs` - Yarn 命令注册 diff --git a/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs b/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs index 24de6c6c7..d97d7bb22 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -6,23 +6,14 @@ using AibisDream.Kit; namespace AibisDream { - public class TimelineCenter : Singleton, ITimelineCenter + public class TimelineCenter : SingletonBase, ITimelineCenter { private readonly Dictionary _timelineDict = new(); - public override void OnSingletonInit() - { - RegisterAllDirector(); - } - - private void RegisterAllDirector() - { - var allDirectorHandlers = GetComponentsInChildren(true); - foreach (var directorHandler in allDirectorHandlers) - { - _timelineDict.Add(directorHandler.timelineName, directorHandler); - } - } + /// + /// 私有构造函数,供单例工具使用 + /// + private TimelineCenter() { } public void RegisterDirector(DirectorHandler directorHandler) {