Files
aibis-dream/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs
T
2025-06-14 20:55:51 +08:00

134 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using Yarn.Unity;
public class TimelineManager : MonoBehaviour
{
public static TimelineManager Instance { get; private set; }
// 使用字典来管理多个PlayableDirector
private Dictionary<string, PlayableDirector> directors = new Dictionary<string, PlayableDirector>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // 不销毁
}
else
{
Destroy(gameObject);
return;
}
// 自动注册所有子对象中的PlayableDirector
RegisterAllDirectors();
}
/// <summary>
/// 自动注册所有子对象中的PlayableDirector
/// </summary>
private void RegisterAllDirectors()
{
var allDirectors = GetComponentsInChildren<PlayableDirector>();
foreach (var director in allDirectors)
{
if (director.playableAsset != null)
{
RegisterDirector(director.playableAsset.name, director);
}
}
}
/// <summary>
/// 注册PlayableDirector
/// </summary>
/// <param name="name">Timeline的名称</param>
/// <param name="director">PlayableDirector实例</param>
public void RegisterDirector(string name, PlayableDirector director)
{
if (!directors.ContainsKey(name))
{
directors.Add(name, director);
Debug.Log($"Registered PlayableDirector for {name}");
}
}
/// <summary>
/// 播放指定的Timeline并等待其完成
/// </summary>
/// <param name="name">Timeline的名称</param>
[YarnCommand("play_timeline")]
public IEnumerator PlayTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Play();
Debug.Log($"Timeline {name} playing.");
// 等待Timeline播放完成
bool isPlaying = true;
director.stopped += (PlayableDirector aDirector) => { isPlaying = false; };
while (isPlaying)
{
yield return null;
}
Debug.Log($"Timeline {name} finished.");
director.Stop();
// 启动重置时间的协程,但不等待其完成
StartCoroutine(ResetDirectorTimeCoroutine(name));
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
private IEnumerator ResetDirectorTimeCoroutine(string name)
{
yield return new WaitForSeconds(2f);
ResetDirectorTime(name);
}
/// <summary>
/// 重置PlayableDirector的时间
/// </summary>
/// <param name="name">Timeline的名称</param>
public void ResetDirectorTime(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.time = 0;
director.Evaluate(); // 评估以应用时间重置
Debug.Log($"Timeline {name} time reset.");
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
/// <summary>
/// 暂停指定的Timeline
/// </summary>
/// <param name="name">Timeline的名称</param>
// [YarnCommand("pause_timeline")]
public void PauseTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Pause();
Debug.Log($"Timeline {name} paused.");
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
}