refactor(timeline-kit): 清理 DirectorHandler 自动绑定冗余日志
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@@ -144,23 +144,18 @@ namespace AibisDream
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/// </summary>
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private void AutoBindCinemachineBrain()
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{
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Debug.Log($"[DirectorHandler] {timelineName}: AutoBindCinemachineBrain 被调用,autoBindCinemachineBrain={autoBindCinemachineBrain}");
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if (!autoBindCinemachineBrain)
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{
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Debug.Log($"[DirectorHandler] {timelineName}: autoBindCinemachineBrain 为 false,跳过绑定");
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return;
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}
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if (director == null)
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{
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Debug.LogError($"[DirectorHandler] {timelineName}: director 为 null");
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return;
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}
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if (director.playableAsset == null)
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{
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Debug.LogError($"[DirectorHandler] {timelineName}: director.playableAsset 为 null");
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return;
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}
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@@ -168,24 +163,19 @@ namespace AibisDream
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var mainCamera = Camera.main;
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if (mainCamera == null)
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{
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Debug.LogError($"[DirectorHandler] {timelineName}: Camera.main 为 null");
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return;
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}
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var brain = mainCamera.GetComponent<CinemachineBrain>();
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if (brain == null)
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{
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Debug.LogWarning($"[DirectorHandler] {timelineName}: 主摄像机上找不到 CinemachineBrain,无法自动绑定");
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return;
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}
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Debug.Log($"[DirectorHandler] {timelineName}: 找到 CinemachineBrain,准备绑定");
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// 遍历所有输出轨道,找到 CinemachineTrack 并绑定
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var timelineAsset = director.playableAsset as TimelineAsset;
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if (timelineAsset == null)
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{
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Debug.LogError($"[DirectorHandler] {timelineName}: playableAsset 不是 TimelineAsset");
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return;
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}
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@@ -194,18 +184,14 @@ namespace AibisDream
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foreach (var track in timelineAsset.GetOutputTracks())
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{
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trackCount++;
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Debug.Log($"[DirectorHandler] {timelineName}: 检查轨道 {track.name},类型: {track.GetType().Name}");
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// 直接检查轨道类型
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if (track is CinemachineTrack)
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{
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director.SetGenericBinding(track, brain);
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boundCount++;
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Debug.Log($"[DirectorHandler] {timelineName}: 成功绑定轨道 {track.name}");
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}
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}
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Debug.Log($"[DirectorHandler] {timelineName}: 共检查 {trackCount} 个轨道,绑定了 {boundCount} 个 CinemachineTrack");
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}
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/// <summary>
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@@ -382,7 +368,7 @@ namespace AibisDream
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public void Pause()
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{
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if (director == null) return;
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if (director.state == PlayState.Playing)
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{
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director.Pause();
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@@ -395,7 +381,7 @@ namespace AibisDream
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public void Resume()
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{
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if (director == null) return;
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if (director.state == PlayState.Paused)
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{
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director.Resume();
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@@ -585,7 +571,7 @@ namespace AibisDream
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public void SetPlaybackSpeed(float speed)
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{
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if (director == null) return;
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if (director.playableGraph.IsValid())
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{
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director.playableGraph.GetRootPlayable(0).SetSpeed(speed);
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@@ -602,7 +588,7 @@ namespace AibisDream
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public void SeekToTime(double time)
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{
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if (director == null) return;
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director.time = Math.Clamp(time, 0, director.duration);
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director.Evaluate();
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}
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