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@@ -9,6 +9,7 @@ using UnityEngine.Timeline;
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using System.Collections.Generic;
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using DG.Tweening;
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using AibisDream.Utility;
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using System.Linq;
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namespace AibisDream
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{
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@@ -158,18 +159,38 @@ namespace AibisDream
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public void PlayTimeline_noWait(string timelinePath)
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{
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Debug.Log($"[Timeline Debug] 开始加载 Timeline: {timelinePath}");
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// 加载Timeline资源
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var timelineAsset = Resources.Load<TimelineAsset>(timelinePath);
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if (timelineAsset == null)
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{
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Debug.LogError($"找不到Timeline资源: {timelinePath}");
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Debug.LogError($"[Timeline Debug] 找不到Timeline资源: {timelinePath}");
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return;
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}
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Debug.Log($"[Timeline Debug] Timeline资源加载成功: {timelinePath}");
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openPlayable.playableAsset = timelineAsset;
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// BindPlayToolPanel();
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// BindDialogController();
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// 检查所有轨道的绑定状态
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var timeline = openPlayable.playableAsset as TimelineAsset;
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if (timeline != null)
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{
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var tracks = timeline.GetOutputTracks();
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Debug.Log($"[Timeline Debug] Timeline包含 {tracks.Count()} 个轨道:");
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foreach (var track in tracks)
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{
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var binding = openPlayable.GetGenericBinding(track);
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Debug.Log($"[Timeline Debug] 轨道: {track.name}, 绑定状态: {(binding != null ? "已绑定" : "未绑定")}, 绑定对象: {binding?.name ?? "无"}");
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}
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}
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Debug.Log("[Timeline Debug] 开始播放 Timeline");
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openPlayable.Play();
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// 添加播放状态变化的监听
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openPlayable.stopped += (director) => Debug.Log("[Timeline Debug] Timeline 播放结束");
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openPlayable.paused += (director) => Debug.Log("[Timeline Debug] Timeline 暂停");
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}
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public void FinishCut()
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{
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