yyl
2025-07-22 49fc368c838442a00be7bf432e2b7c26eb524fbc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
using System;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
using UnityEngine;
using Spine;
using UnityEngine.UI;
 
public class EffectPlayer : MonoBehaviour
{
    public int effectId;
 
    public EffectConfig effectConfig;
 
    public Action<EffectPlayer> onDestroy;
 
    public float speedRate = 1f;
 
    [HideInInspector] public Canvas canvas = null;
 
    [HideInInspector] public GameObject effectTarget = null;
 
    protected EffectPenetrationBlocker blocker = null;
 
    protected bool isInit = false;
 
    protected List<ParticleSystem> particleList = new List<ParticleSystem>();
 
    protected List<Animator> animatorList = new List<Animator>();
 
    protected List<Renderer> rendererList = new List<Renderer>();
 
    protected SkeletonGraphic spineComp;
 
    protected void Start()
    {
        ReStart();
    }
 
    protected void InitCompnent()
    {
        if (effectId <= 0)
        {
            effectConfig = null;
            Debug.LogError("EffectPlayer effectId is not set");
#if UNITY_EDITOR
            UnityEditor.Selection.activeGameObject = gameObject;
            UnityEditor.EditorGUIUtility.PingObject(gameObject);
#endif
            return;
        }
 
        effectConfig = EffectConfig.Get(effectId);
 
        if (null == effectConfig)
        {
            Debug.LogError("could not find effect config, effect id is " + effectId);
#if UNITY_EDITOR
            UnityEditor.Selection.activeGameObject = gameObject;
            UnityEditor.EditorGUIUtility.PingObject(gameObject);
#endif
            return;
        }
 
 
        particleList.Clear();
        animatorList.Clear();
        rendererList.Clear();
        spineComp = null;
 
        if (effectConfig.isSpine != 0)
        {
            spineComp = gameObject.GetComponentInChildren<SkeletonGraphic>(true);
        }
        else
        {
            //  收集组件
            particleList.AddRange(gameObject.GetComponentsInChildren<ParticleSystem>(true));
            animatorList.AddRange(gameObject.GetComponentsInChildren<Animator>(true));
        }
        rendererList.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
    }
 
    public void Stop()
    {
        if (null != effectTarget)
        {
            DestroyImmediate(effectTarget);
            effectTarget = null;
        }
 
        isInit = false;
 
        particleList.Clear();
        animatorList.Clear();
        rendererList.Clear();
        spineComp = null;
    }
 
    public void Play()
    {
        ReStart();
    }
 
 
    protected void ReStart()
    {
        if (!isInit)
        {
            isInit = true;
            InitCompnent();
        }
 
        if (EffectMgr.Instance.IsNotShowBySetting(effectId))
        {
            return;
        }
 
        if (null != effectTarget)
        {
            DestroyImmediate(effectTarget);
            effectTarget = null;
        }
 
        //    YYL TODO
        //    在这里考虑用池的话可能走配置好一点 原本的是无论如何都走池 但是实际上有些特效并不需要
 
        // 加载特效资源
        var effectPrefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
        if (effectPrefab == null)
        {
            Debug.LogError($"加载UI特效失败: {effectConfig.packageName}");
            return;
        }
 
        // 实例化特效
        effectTarget = Instantiate(effectPrefab, transform);
        effectTarget.name = $"Effect_{effectConfig.fxName}";
 
        //  思考一下在没有挂在节点的时候
        if (null == canvas)
            canvas = GetComponentInParent<Canvas>();
 
 
        // 添加特效穿透阻挡器
        blocker = effectTarget.AddMissingComponent<EffectPenetrationBlocker>();
 
        //  如果没有canvas的话 正常是因为不在BattleWin下面的节点 意思就是当前没有显示 等到切回战斗的时候再通过BattleField.UpdateCanvas来更新
        if (canvas != null)
        {
            blocker.SetParentCanvas(canvas);
        }
 
        // 自动销毁
        if (effectConfig.autoDestroy != 0)
        {
            Destroy(effectTarget, effectConfig.destroyDelay);
        }
    }
 
 
    protected void OnDestroy()
    {
        if (onDestroy != null)
        {
            onDestroy.Invoke(this);
            onDestroy = null;
        }
    }
 
    //  创建后的特效会自动隐藏 需要手动调用Play才能播放
    public static EffectPlayer Create(int effectId, Transform parent, bool createNewChild = false)
    {
        EffectPlayer effectPlayer = null;
 
        if (createNewChild)
        {
            GameObject newGo = new GameObject("EffectPlayer_" + effectId);
            newGo.transform.SetParent(parent, false);
            effectPlayer = newGo.AddComponent<EffectPlayer>();
        }
        else
        {
            effectPlayer = parent.AddMissingComponent<EffectPlayer>();
            effectPlayer.effectId = effectId;
        }
        effectPlayer.SetActive(true);
        return effectPlayer;
    }
 
    public void Pause()
    {
        if (effectTarget == null) return;
 
        // Spine动画
        // var spineGraphics = effectTarget.GetComponentsInChildren<SkeletonGraphic>(true);
        // foreach (var sg in spineGraphics)
        if (spineComp != null)
        {
            spineComp.timeScale = 0f;
        }
 
        // Animator动画
        foreach (var animator in animatorList)
        {
            animator.speed = 0f;
        }
 
        // 粒子特效
        foreach (var ps in particleList)
        {
            ps.Pause();
        }
    }
 
    public void Resume()
    {
        if (effectTarget == null) return;
 
        if (spineComp != null)
        {
            spineComp.timeScale = speedRate;
        }
 
        // Animator动画
        foreach (var animator in animatorList)
        {
            animator.speed = speedRate;
        }
 
        // 粒子特效
        foreach (var ps in particleList)
        {
            ps.Play();
        }
    }
 
    public bool IsFinish()
    {
        if (effectTarget == null) return true;
 
        // Spine动画
        if (!spineComp.AnimationState.GetCurrent(0).IsComplete)
        {
            return false;
        }
 
        // Animator动画
        foreach (var animator in animatorList)
        {
            AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
 
            //  循环动画不考虑结束的问题
            if (!stateInfo.loop && stateInfo.normalizedTime < 1f)
            {
                return false;
            }
        }
 
        // 粒子特效
        foreach (var ps in particleList)
        {
            if (ps.IsAlive())
            {
                return false;
            }
        }
 
        return true;
    }
 
    /// <summary>
    /// 设置遮罩(支持RectMask2D、Mask、SmoothMask等)
    /// </summary>
    public void SetMask(RectTransform maskArea = null)
    {
        if (effectTarget == null || blocker == null)
            return;
 
        // 优先使用传入的maskArea
        if (maskArea != null)
        {
            blocker.PerformMask(maskArea);
            return;
        }
    }
}