yyl
2025-09-11 9919c1f6f91d61e576ea37b459e489a790a89407
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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 float MotionTimeScale = 1f;
 
    public static List<string> AttackMotionList = new List<string>
    {
        MotionName.attack.ToString().ToLower(),
        MotionName.angerSkill.ToString().ToLower(),
        MotionName.passiveSkill.ToString().ToLower(),
    };
 
    private Dictionary<Spine.TrackEntry, Action> trackEntryCompleteDict = new Dictionary<Spine.TrackEntry, Action>();
 
    // 动画事件
    public Action OnAttackAnimationComplete;
    public Action OnHitAnimationComplete;
    public Action<string> 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;
            spineAnimationState.TimeScale = MotionTimeScale;
            skeletonGraphic.timeScale = MotionTimeScale;
 
            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
        {
            BattleDebug.LogError("缺少SkeletonGraphic组件!");
        }
        
 
    }
    
    public virtual void Release()
    {
        trackEntryCompleteDict.Clear();
        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;
    }
 
    public Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, Action _onComplete = null)
    {
        // 参数校验
        if (skillConfig == null)
        {
            BattleDebug.LogError("技能配置为空,无法播放技能动画");
            return null;
        }
        if (spineAnimationState == null || skeleton == null)
        {
            BattleDebug.LogError("SkeletonGraphic或AnimationState未初始化,无法播放技能动画");
            return null;
        }
 
 
        Spine.Animation anim = skeleton.Data.FindAnimation(skillConfig.SkillMotionName);
 
        if (null == anim)
        {
            for (int i = 0; i < skeleton.Data.Animations.Count; i++)
            {
                var skeletonAnim = skeleton.Data.Animations.Items[i];
                if (skeletonAnim.Name.ToLower() == skillConfig.SkillMotionName.ToLower())
                {
                    anim = skeletonAnim;
                    // 找到动画
                    break;
                }
            }
        }
 
        // 获取动画
        if (anim == null)
        {
            BattleDebug.LogError($"找不到动画: {skillConfig.SkillMotionName}");
            _onComplete?.Invoke();
            return null;
        }
 
        // 关键帧参数
        float fps = BattleConst.skillMotionFps;
        float middleBeginTime = skillConfig.StartupFrames / fps;
        int loopCount = skillConfig.LoopCount;
        int[] activeFrames = skillConfig.ActiveFrames;
        int activeFrameCount = activeFrames.Length;
        float recoveryFrameTime = skillConfig.RecoveryFrames / fps;
 
        // 播放动画
        var skillTrackEntry = spineAnimationState.SetAnimation(0, anim, false);
        currentTrackEntry = skillTrackEntry;
 
        // 事件状态
        int curLoop = 0;
        bool isFinish = false;
        bool beginPhaseTriggered = false;
        bool finalFrameStarted = false;
        bool finalFrameEnded = false;
        bool middleFrameStarted = false;
        bool[] triggeredActiveFrame = new bool[activeFrameCount];
 
        // 技能开始
        skillBase.OnSkillStart();
 
        // 动画帧更新处理
        Spine.Unity.UpdateBonesDelegate updateLocalHandler = null;
        updateLocalHandler = (ISkeletonAnimation animated) =>
        {
            if (isFinish) return;
            float trackTime = skillTrackEntry.TrackTime;
 
            // 前摇结束(只触发一次)
            if (!beginPhaseTriggered && trackTime >= middleBeginTime && curLoop == 0)
            {
                beginPhaseTriggered = true;
                skillBase.OnStartSkillFrameEnd();
            }
 
            // 中摇开始(每轮loop的开始,只触发一次)
            if (!middleFrameStarted && trackTime >= middleBeginTime && curLoop <= loopCount)
            {
                middleFrameStarted = true;
                skillBase.OnMiddleFrameStart(curLoop);
            }
 
            // 多段攻击帧触发
            for (int hitIndex = 0; hitIndex < activeFrameCount; hitIndex++)
            {
                float activeFrameTime = activeFrames[hitIndex] / fps;
                if (!triggeredActiveFrame[hitIndex] && trackTime >= activeFrameTime)
                {
                    skillBase.OnMiddleFrameEnd(curLoop, hitIndex);
                    triggeredActiveFrame[hitIndex] = true;
                }
            }
 
            // 判断是否所有activeFrame都已触发,准备进入下一轮loop
            bool allTriggered = true;
            for (int i = 0; i < activeFrameCount; i++)
            {
                if (!triggeredActiveFrame[i])
                {
                    allTriggered = false;
                    break;
                }
            }
 
            // 进入下一轮loop
            if (allTriggered && curLoop < loopCount)
            {
                curLoop++;
                Array.Clear(triggeredActiveFrame, 0, activeFrameCount);
                middleFrameStarted = false;
 
                if (curLoop < loopCount)
                {
                    // 重新设置到第一次的中摇时间
                    skillTrackEntry.TrackTime = middleBeginTime;
                    beginPhaseTriggered = false;
                }
                else
                {
                    finalFrameStarted = false;
                    finalFrameEnded = false;
                    // 收尾阶段由后续逻辑处理
                }
            }
 
            // 收尾阶段:OnFinalFrameStart 和 OnFinalFrameEnd
            if (curLoop >= loopCount)
            {
                if (!finalFrameStarted && trackTime >= recoveryFrameTime)
                {
                    finalFrameStarted = true;
                    skillBase.OnFinalFrameStart();
                }
                if (finalFrameStarted && !finalFrameEnded && trackTime >= recoveryFrameTime)
                {
                    finalFrameEnded = true;
                    skillBase.OnFinalFrameEnd();
                    skeletonGraphic.UpdateLocal -= updateLocalHandler;
                    isFinish = true;
                }
            }
        };
 
        if (_onComplete != null && currentTrackEntry != null)
        {
            trackEntryCompleteDict[currentTrackEntry] = _onComplete;
        }
 
        skeletonGraphic.UpdateLocal += updateLocalHandler;
        return skillTrackEntry;
    }
 
    
    /// <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.ToLower();
 
        // 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().ToLower())
        {
            OnHitAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
 
        onAnimationComplete?.Invoke(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()
    {
        spineAnimationState.TimeScale = 0f;
        skeletonGraphic.timeScale = 0f;
    }
 
    public virtual void Resume()
    {
        spineAnimationState.TimeScale = MotionTimeScale;
        skeletonGraphic.timeScale = MotionTimeScale;
    }
 
    public void HaveRest()
    {
        trackEntryCompleteDict.Clear();
        PlayAnimation(MotionName.idle, true);
    }
 
    #endregion
 
}