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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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public void Create(int _skinID, Action _onComplete = null)
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{
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skinID = _skinID;
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onComplete = _onComplete;
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GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001");
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GameObject instanceGO = null;
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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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instanceGO = GameObject.Instantiate(battleGO, transform);
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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 + "_SkeletonData");
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skeletonGraphic.Initialize(true);
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spineAnimationState = skeletonGraphic.AnimationState;
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PlayAnimation(MotionName.idle, true);
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spineAnimationState.Complete += OnAnimationComplete;
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}
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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 Spine.TrackEntry currentTrackEntry;
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private Action onComplete;
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void Destroy()
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{
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spineAnimationState.Complete -= OnAnimationComplete;
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}
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public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop = false)
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{
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if (spineAnimationState == null) return null;
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// 直接使用 ToString() 而不是调用 GetAnimationName
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currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
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return currentTrackEntry;
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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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