hch
2025-08-02 0b72d489d989007a827c1f8ca33248441a6e85f9
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using System;
using Spine.Unity;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class UIHeroController : MonoBehaviour
{
    private GameObjectPoolManager.GameObjectPool pool;
    private int skinID;
    protected SkeletonGraphic skeletonGraphic;
 
    protected Spine.AnimationState spineAnimationState;
    private GameObject instanceGO;
 
    private Action onComplete;
    public void Create(int _skinID, float scale = 1f, Action _onComplete = null)
    {
        if (skinID == _skinID)
        { 
            //避免重复创建
            return;
        }
 
        skinID = _skinID;
        onComplete = _onComplete;
        pool = GameObjectPoolManager.Instance.RequestPool(UILoader.LoadPrefab("UIHero"));
        
        if (!transform.gameObject.activeSelf)
        {
            transform.SetActive(true);
        }
        if (instanceGO == null)
        { 
            instanceGO = pool.Request();
            instanceGO.transform.SetParent(transform);
            //transform 的Pivot Y是0,让instanceGO 居中
            instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent<RectTransform>().sizeDelta.y * 0.5f);
 
            //instanceGO.transform.localPosition = Vector3.zero;
            instanceGO.transform.localScale = Vector3.one;
            instanceGO.transform.localRotation = Quaternion.identity;
        }
 
        skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
        var skinConfig = HeroSkinConfig.Get(skinID);
        skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes);
        skeletonGraphic.Initialize(true);
        this.transform.localScale = Vector3.one * scale;
        spineAnimationState = skeletonGraphic.AnimationState;
        spineAnimationState.Data.DefaultMix = 0f;
        PlayAnimation(MotionName.idle, true);
        spineAnimationState.Complete -= OnAnimationComplete;
        spineAnimationState.Complete += OnAnimationComplete;
    }
 
 
 
 
    protected void OnDestroy()
    {
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnAnimationComplete;
        }
        if (pool != null)
            pool.Release(instanceGO);
        skeletonGraphic = null;
        pool = null;
    }
 
 
    public virtual void PlayAnimation(MotionName motionName, bool loop = false)
    {
        if (spineAnimationState == null) return;
 
        // 直接使用 ToString() 而不是调用 GetAnimationName
        spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
    }
 
    /// <summary>
    /// 动画完成事件处理
    /// </summary>
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        onComplete?.Invoke();
    }
 
}