hch
2025-09-02 537670a1e4dbdf26af45356a2f01c69a8d7dfee7
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
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
using System;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
using UnityEngine;
using Spine;
using UnityEngine.UI;
using Cysharp.Threading.Tasks;
 
// 特效播放器,预制体对象池管理,unity的预制体池使用有问题(1个特效1个池但复用又低)后续修改
// unity特效《预制体》是特效师在制作的时候生成的不同预制体,unity特效必须挂载设置播放时长脚本 EffectTime
// spine特效是特效师制作的动画文件,可共同复用一个《预制体》
public class EffectPlayer : MonoBehaviour
{
    [SerializeField]
    private int m_EffectID;
    public int effectId
    {
        get
        {
            return m_EffectID;
        }
        set
        {
            if (value != m_EffectID)
            {
                isInit = false;
                m_EffectID = value;
            }
        }
    }
 
 
 
    public EffectConfig effectConfig;
 
    public float speedRate = 1f;
 
    [Header("是否循环播放spine特效")]
    public bool isPlaySpineLoop = false;
 
    [Header("是否在显示时播放")]
    public bool isPlayOnEnable = false;
 
    [Header("延迟播放(毫秒)")]
    public int playDelayTime = 0;
 
    public int playSpineAnimIndex = -1; //播放spine特效动画索引,代码控制
 
 
    [Header("播放完毕立即回收")]
    public bool isReleaseImmediately = false;  //界面特效一般不需要自我销毁,跟随界面或者父对象销毁就行
 
    public Action<EffectPlayer> onDestroy;
 
    [HideInInspector] public Canvas canvas = null;
 
    [HideInInspector] public GameObject effectTarget = null;
 
    protected EffectPenetrationBlocker blocker = null;
 
    protected bool isInit = false;
    protected bool isPlaying = 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 Spine.AnimationState spineAnimationState;
 
    public GameObjectPoolManager.GameObjectPool pool;
 
    public Action onComplete;
 
    protected virtual void OnEnable()
    {
        
        if (isPlayOnEnable)
        {
            Play(false);
        }
        else if (spineComp != null)
        {
            if (!isPlaying)
            {
                //隐藏,会有静态显示问题
                spineComp.enabled = false;
            }
        }
    }
 
    protected void InitComponent(bool showLog = true)
    {
        if (effectId <= 0)
        {
            effectConfig = null;
#if UNITY_EDITOR
            if (showLog)
            {
                Debug.LogError("EffectPlayer effectId is not set");
                UnityEditor.Selection.activeGameObject = gameObject;
                UnityEditor.EditorGUIUtility.PingObject(gameObject);
            }
#endif
            return;
        }
 
        effectConfig = EffectConfig.Get(effectId);
 
        if (null == effectConfig)
        {
#if UNITY_EDITOR
            Debug.LogError("could not find effect config, effect id is " + effectId);
            UnityEditor.Selection.activeGameObject = gameObject;
            UnityEditor.EditorGUIUtility.PingObject(gameObject);
#endif
            return;
        }
 
        Clear();
        return;
    }
 
    protected virtual void Clear()
    {
        isInit = false;
        particleList.Clear();
        animatorList.Clear();
        rendererList.Clear();
 
        if (spineComp != null)
        {
            spineComp.skeletonDataAsset = null;
            // spineComp.Initialize(false);    
            spineComp.Clear();
        }
 
        spineComp = null;
    }
 
    public virtual void Stop()
    {
        if (null != effectTarget)
        {
            // 如果使用了特效预制体池,则归还到池中
            if (pool != null)
            {
                pool.Release(effectTarget);
            }
            effectTarget = null;
        }
        if (spineComp != null)
        {
            spineComp.enabled = false;
        }
        isPlaying = false;
        playSpineAnimIndex = -1;
    }
 
    protected void Release()
    {
        Stop();
 
        Clear();
    }
 
    public virtual void Play(bool showLog = true, bool closePMA = false)
    {
        isPlaying = true;
        if (!isInit)
        {
            InitComponent(showLog);
            //effeid 为0也初始化成功,避免重复处理,在变更effectid时会重新初始化
            isInit = true;
        }
        else
        {
            //避免重复创建
            if (!this.gameObject.activeSelf)
            {
                this.gameObject.SetActive(true);
            }
            //防范effeid 为0
            if (effectConfig != null && effectConfig.isSpine != 0)
            {
                PlaySpineEffect(closePMA);
            }
            return;
        }
        if (effectConfig == null)
            return;
 
        if (EffectMgr.IsNotShowBySetting(effectId))
            {
                return;
            }
 
        if (null != effectTarget)
        {
            if (pool != null)
                pool.Release(effectTarget);
            effectTarget = null;
        }
 
        if (!this.gameObject.activeSelf)
        {
            this.gameObject.SetActive(true);
        }
 
        // 加载spine特效资源
        if (effectConfig.isSpine != 0)
        {
            PlaySpineEffect(closePMA);
        }
        else
        {
            PlayerEffect();
        }
    
        SoundPlayer.Instance.PlayUIAudio(effectConfig.audio);
 
    }
 
 
    // protected virtual void PlaySpineEffect()
    // {
    //     spineComp = gameObject.GetComponentInChildren<SkeletonGraphic>(true);
    //     spineComp.raycastTarget = false;
    //     spineComp.Initialize(true);
    //     spineAnimationState = spineComp.AnimationState;
    //     spineAnimationState.Complete -= OnSpineAnimationComplete;
    //     spineAnimationState.Complete += OnSpineAnimationComplete;
 
    //     // 外层控制具体播放哪个动画
    //     spineComp.enabled = true;
 
    //     return;
    // }
 
 
 
    protected void PlaySpineEffect(bool closePMA = false)
    {
 
        // 从特效预制体池获取特效
        if (spineComp == null)
        { 
            spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
        }
 
        if (spineComp.skeletonDataAsset == null || spineAnimationState == null)
        {
            //LoadAsset 已经有缓存SkeletonDataAsset
            spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
            spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA;   //为true时会有部分特效不显示 如主界面装备特效
            spineComp.raycastTarget = false;
            spineComp.Initialize(true);
            spineComp.timeScale = speedRate;
            // 检查动画是否有相加模式
            // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton);
            // if (hasAdditiveBlend)
            // {
            //    spineComp.material = ResManager.Instance.LoadAsset<Material>("UIEffect/" + effectConfig.packageName, effectConfig.fxName.Split('_')[0] + "_Material-Additive");
            // }
            // else
            // {
            //     spineComp.material = null;
            // }
            spineComp.material = ResManager.Instance.LoadAsset<Material>("Materials", "SkeletonGraphicDefault-Straight");
 
            spineAnimationState = spineComp.AnimationState;
            spineAnimationState.Data.DefaultMix = 0f;
            spineAnimationState.Complete -= OnSpineAnimationComplete;
            spineAnimationState.Complete += OnSpineAnimationComplete;
        }
 
        spineComp.enabled = true;
        PlayerTheSpineAnim();
    }
 
        // 播放指定动画
    void PlayerTheSpineAnim()
    {
        spineComp.enabled = true;
        var skeletonData = spineComp.Skeleton.Data;
        if (skeletonData.Animations.Count > 0)
        {
            //按配置或者默认第一个
            int defaultAnimIndex = Math.Max(0, effectConfig.animIndex.Length == 0 ? 0 : effectConfig.animIndex[0]);
            if (playSpineAnimIndex >= skeletonData.Animations.Count)
            {
                playSpineAnimIndex = -1;
                Debug.LogError("特效:" + effectConfig.id + " 索引超出播放默认动画。 error:" + playSpineAnimIndex);
            }
            string defaultAnimationName = skeletonData.Animations.Items[playSpineAnimIndex == -1 ? defaultAnimIndex : playSpineAnimIndex].Name;
            spineAnimationState.SetAnimation(0, defaultAnimationName, isPlaySpineLoop);
        }
        else
        {
            Debug.LogError("Spine 数据中没有找到任何动画!" + effectConfig.id);
        }
    }
 
 
    private bool CheckForAdditiveBlend(Spine.Skeleton skeleton)
    {
        // 遍历所有插槽,检查是否有相加模式
        foreach (var slot in skeleton.Slots)
        {
            if (slot.Data.BlendMode == Spine.BlendMode.Additive)
            {
                return true;
            }
        }
        return false;
    }
 
 
    //unity特效
    protected virtual void PlayerEffect()
    {
        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;
        }
 
        if (effectConfig.isSpine == 0)
        {
            //unity特效 判断预制体是否挂载EffectTime
            var timeObj = effectPrefab.GetComponent<EffectTime>();
            if (null == timeObj)
            {
                Debug.LogError($"{effectPrefab.name}预制体没有挂载EffectTime");
                return;
            }
        }
 
        // 从特效预制体池获取特效
        pool = GameObjectPoolManager.Instance.RequestPool(effectPrefab);
        effectTarget = pool.Request();
        // 设置父节点和位置
        effectTarget.transform.SetParent(transform);
        effectTarget.transform.localPosition = Vector3.zero;
        effectTarget.transform.localScale = Vector3.one;
        effectTarget.transform.localRotation = Quaternion.identity;
        effectTarget.name = $"Effect_{effectConfig.fxName}";
 
 
        //挂载组件后 开始收集
        particleList.AddRange(gameObject.GetComponentsInChildren<ParticleSystem>(true));
        animatorList.AddRange(gameObject.GetComponentsInChildren<Animator>(true));
        rendererList.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
        OnUnityAnimationComplete();
    
 
        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);
        }
    }
 
    public async UniTask PlayAsync(bool showLog = true, bool closePMA = false)
    {
        await UniTask.Delay(playDelayTime);
        try
        {
            Play(showLog, closePMA);
        }
        catch (Exception e)
        {
            Debug.LogError(e);
        }
    }
 
    protected void OnDestroy()
    {
        if (onDestroy != null)
        {
            onDestroy.Invoke(this);
            onDestroy = null;
        }
        // 停止特效并归还到池中
        Release();
 
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnSpineAnimationComplete;
        }
 
 
    }
 
    //单次播放完毕就会触发,即使是循环
    protected virtual void OnSpineAnimationComplete(Spine.TrackEntry trackEntry)
    {
        if (!isPlaySpineLoop)
        {
            spineComp.enabled = false;
            isPlaying = false;
            onComplete?.Invoke();
            if (isReleaseImmediately)
            {
                Release();
            }
 
        }
    }
 
 
    private void OnUnityAnimationComplete()
    {
        var timeObj = effectTarget.GetComponent<EffectTime>();
        if (!timeObj.isLoop)
        {
            this.SetWait(timeObj.playTime);
            this.DoWaitRestart();
            this.OnWaitCompelete(OnEffectComplete);
        }
    }
 
    private void OnEffectComplete(Component comp)
    {
        this.DoWaitStop();
        if (isReleaseImmediately)
            Release();
    }
 
 
    //  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)
    {
        // 直接创建特效播放器,不使用对象池
        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;
    }
 
    /// <summary>
    /// 设置游戏对象激活状态
    // /// </summary>
    // public void SetActive(bool active)
    // {
    //     if (gameObject != null)
    //     {
    //         gameObject.SetActive(active);
    //     }
    // }
 
    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;
        }
    }
 
 
}