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