diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs b/Assets/Scripts/FixSystemNew/FixStateMachine.cs index dcb1264ea..7490fe0d8 100644 --- a/Assets/Scripts/FixSystemNew/FixStateMachine.cs +++ b/Assets/Scripts/FixSystemNew/FixStateMachine.cs @@ -23,12 +23,12 @@ namespace AibisDream.FixSystem yield return _curState?.Exit(); // 检查当前状态和下一个状态 - if (_curState.GetState == FixState.Clinic && nextState == FixState.BodyModule) - { - // 仅在从 Clinic 到 BodyModule 时执行这两行 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); - yield return TimelineManager.Instance.PlayTimeline("ToBodyModule"); - } + // if (_curState.GetState == FixState.Clinic && nextState == FixState.BodyModule) + // { + // // 仅在从 Clinic 到 BodyModule 时执行这两行 + // yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); + // yield return TimelineManager.Instance.PlayTimeline("ToBodyModule"); + // } GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs); _curState = CreateState(nextState, _curArgs); @@ -123,6 +123,7 @@ namespace AibisDream.FixSystem // 拔出插头 bodyModuleSystem.ResetPlug(); // 切换相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); // 开启交互 bodyModuleSystem.EnableSystem();