hch
2025-07-23 2336d5e71a6ed9c00f9a86c29d7aa33b9a1e38d5
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity;
using Cysharp.Threading.Tasks;
 
/// <summary>
/// 角色动画基类,处理所有与动画相关的功能
/// </summary>
public class MotionBase
{
    public static List<string> AttackMotionList = new List<string>
    {
        MotionName.attack.ToString(),
        MotionName.angerSkill.ToString(),
        MotionName.passiveSkill.ToString(),
    };
 
    private Dictionary<Spine.TrackEntry, Action> trackEntryCompleteDict = new Dictionary<Spine.TrackEntry, Action>();
 
    // 动画事件
    public Action OnAttackAnimationComplete;
    public Action OnHitAnimationComplete;
    public Action<MotionName> onAnimationComplete;
 
    #region 组件引用
    
    protected SkeletonGraphic skeletonGraphic;
    protected Spine.AnimationState spineAnimationState;
    protected Spine.Skeleton skeleton;
    
    #endregion
    
    #region 动画设置
    
    // 动画混合时间
    protected float defaultMixDuration = 0f;
    
    #endregion
 
    private Spine.TrackEntry currentTrackEntry;
 
    #region 初始化方法
    
    /// <summary>
    /// 初始化动画组件
    /// </summary>
    /// <param name="skeletonGraphic">骨骼动画组件</param>
    public virtual void Init(SkeletonGraphic skeletonGraphic)
    {
        this.skeletonGraphic = skeletonGraphic;
        
        if (skeletonGraphic != null)
        {
            spineAnimationState = skeletonGraphic.AnimationState;
            skeleton = skeletonGraphic.Skeleton;
            
            // 设置动画混合时间
            if (spineAnimationState != null)
            {
                spineAnimationState.Data.DefaultMix = defaultMixDuration;
            }
            
            // 播放默认动画
            PlayAnimation(MotionName.idle, true);
            
            // 设置动画事件监听
            SetupAnimationHandlers();
        }
        else
        {
            Debug.LogError("缺少SkeletonGraphic组件!");
        }
    }
    
    public virtual void Release()
    {
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnAnimationComplete;
            spineAnimationState.ClearTracks();
            spineAnimationState = null;
        }
        
        skeletonGraphic = null;
        skeleton = null;
        currentTrackEntry = null;
    }
 
    #endregion
 
    #region 动画控制
 
    /// <summary>
    /// 播放指定动画
    /// </summary>
    /// <param name="motionName">动画枚举</param>
    /// <param name="loop">是否循环</param>
    /// <param name="_onComplete">动画播放完成回调</param>
    /// <returns>动画轨道条目</returns>
    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action _onComplete = null)
    {
        if (spineAnimationState == null) return null;
 
        // 如果当前动画未完成
        if (currentTrackEntry != null && !currentTrackEntry.IsComplete)
        {
            if (trackEntryCompleteDict.TryGetValue(currentTrackEntry, out var __onComplete))
            {
                __onComplete?.Invoke();
                trackEntryCompleteDict.Remove(currentTrackEntry);
            }
            currentTrackEntry = null;
        }
 
        // 直接使用 ToString() 而不是调用 GetAnimationName
        currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
 
        // 绑定回调
        if (_onComplete != null && currentTrackEntry != null)
        {
            trackEntryCompleteDict[currentTrackEntry] = _onComplete;
        }
 
        return currentTrackEntry;
    }
    
    
    /// <summary>
    /// 设置动画事件监听
    /// </summary>
    protected virtual void SetupAnimationHandlers()
    {
        if (spineAnimationState == null) return;
 
        // 监听动画完成事件
        spineAnimationState.Complete += OnAnimationComplete;
    }
 
    /// <summary>
    /// 动画完成事件处理
    /// </summary>
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        string animation = trackEntry.Animation.Name;
 
        // 攻击动画完成后恢复到待机状态
        if (AttackMotionList.Contains(animation))
        {
            OnAttackAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        // 受伤动画完成后恢复到待机状态 可能触发多次 因为有多段攻击的存在
        else if (animation == MotionName.hit.ToString())
        {
            OnHitAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        onAnimationComplete?.Invoke((MotionName)Enum.Parse(typeof(MotionName), animation));
        
        // 只调用本次TrackEntry的回调
        if (trackEntryCompleteDict.TryGetValue(trackEntry, out var cb))
        {
            cb?.Invoke();
            trackEntryCompleteDict.Remove(trackEntry);
        }
    }
    
 
    public virtual void Run()
    {
 
    }
 
    public virtual void Pause()
    {
        if (currentTrackEntry != null)
            currentTrackEntry.TimeScale = 0f;
    }
 
    public virtual void Resume()
    {
        if (currentTrackEntry != null)
            currentTrackEntry.TimeScale = 1f;
    }
 
    #endregion
    
}