yyl
2026-05-11 51b0f6ed9f4e1d3bb6f8144470b46908c7699a96
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using System;
using Spine;
using Spine.Unity;
using UnityEngine;
using UnityEngine.UI;
using Cysharp.Threading.Tasks;
 
public class UIHeroController : MonoBehaviour
{
    private GameObjectPoolManager.GameObjectPool pool;
    private int skinID;
    protected SkeletonGraphic skeletonGraphic;
 
    public Spine.AnimationState spineAnimationState;
    private GameObject instanceGO;
    private bool isInitializing = false;
    private bool isInitialized = false;
    private System.Threading.CancellationTokenSource loadCancellationToken; // 用于取消之前的加载任务
 
    // 使用 UniTask 提供的并发控制 - 支持 WebGL
    // 限制同时加载的资源数量(默认为4,可根据设备性能调整)
    private const int MAX_CONCURRENT_LOADS = 4;
    private static int currentLoadingCount = 0;
    private static readonly object loadLock = new object();
    private static int lastInitFrame = -1; // 上一次执行Initialize的帧号,用于确保每帧最多1次
    private static GameObjectPoolManager.GameObjectPool cachedUIHeroPool; // 缓存UIHero预制体池
    private RectTransform _instanceRect; // 缓存RectTransform避免重复GetComponent
    public Action onComplete;
#pragma warning disable CS1998 // 异步方法内部通过 DelayedInitializeAsync 异步执行,无需直接 await
    public async UniTask Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false)
    {
        if (skinID == _skinID)
        {
            //避免重复创建
            if (skeletonGraphic != null)
            {
                SetMaterialNone();
                if (isLh)
                {
                    var skinConfigTmp = HeroSkinConfig.Get(skinID);
                    if (skinConfigTmp != null && skinConfigTmp.Tachie.IsSpine())
                    {
                        skeletonGraphic.enabled = true;
                    }
                }
                else
                {
                    skeletonGraphic.enabled = true;
                }
            }
            return;
        }
 
        if (skeletonGraphic != null)
        {
            skeletonGraphic.enabled = false;
        }
 
        skinID = _skinID;
        var skinConfig = HeroSkinConfig.Get(skinID);
        if (isLh)
        {
 
            //X轴偏移,Y轴偏移,缩放,是否水平翻转(0否1是)
            if (skinConfig.TachieParam.Length == 4)
            {
                this.transform.localPosition = new Vector3(skinConfig.TachieParam[0], skinConfig.TachieParam[1], 0);
                this.transform.localScale = Vector3.one * skinConfig.TachieParam[2];
                this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0);
            }
            else
            {
                this.transform.localPosition = Vector3.zero;
                this.transform.localScale = Vector3.one;
                this.transform.localRotation = Quaternion.identity;
            }
 
            //立绘特殊处理,没有spine动画的改用图片
            var lhImg = this.AddMissingComponent<RawImage>();
            if (!skinConfig.Tachie.IsSpine())
            {
                //图片替换
                lhImg.SetTexture2DPNG(skinConfig.Tachie);
                if (skeletonGraphic != null)
                {
                    skeletonGraphic.enabled = false;
                }
                lhImg.raycastTarget = false;
                return;
            }
            else
            {
                if (skeletonGraphic != null)
                {
                    skeletonGraphic.enabled = true;
                }
                lhImg.enabled = false;
            }
        }
        else
        {
            this.transform.localScale = Vector3.one * scale;
        }
 
        onComplete = _onComplete;
 
 
        // 取消之前的异步任务,避免多次调用导致错乱
        CancelLoadTask();
        // 创建新的取消令牌
        loadCancellationToken = new System.Threading.CancellationTokenSource();
        // 使用 UniTask 进行异步初始化,将instanceGO创建和资源加载都移到异步处理
        DelayedInitializeAsync(skinConfig, motionName, isLh, loadCancellationToken.Token).Forget();
    }
#pragma warning restore CS1998
 
    /// <summary>
    /// 取消之前的加载任务
    /// </summary>
    private void CancelLoadTask()
    {
        if (loadCancellationToken != null && !loadCancellationToken.IsCancellationRequested)
        {
            loadCancellationToken.Cancel();
            loadCancellationToken.Dispose();
        }
    }
 
    public async UniTask CreateAsync(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false)
    {
        if (skinID == _skinID)
        {
            //避免重复创建
 
            if (skeletonGraphic != null)
            {
                SetMaterialNone();
                if (isLh)
                {
                    var skinConfigTmp = HeroSkinConfig.Get(skinID);
                    if (skinConfigTmp != null && skinConfigTmp.Tachie.Contains("SkeletonData"))
                    {
                        skeletonGraphic.enabled = true;
                    }
                }
                else
                {
                    skeletonGraphic.enabled = true;
                }
            }
            return;
        }
 
        skinID = _skinID;
        var skinConfig = HeroSkinConfig.Get(skinID);
        if (isLh)
        {
 
            //X轴偏移,Y轴偏移,缩放,是否水平翻转(0否1是)
            if (skinConfig.TachieParam.Length == 4)
            {
                this.transform.localPosition = new Vector3(skinConfig.TachieParam[0], skinConfig.TachieParam[1], 0);
                this.transform.localScale = Vector3.one * skinConfig.TachieParam[2];
                this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0);
            }
            else
            {
                this.transform.localPosition = Vector3.zero;
                this.transform.localScale = Vector3.one;
                this.transform.localRotation = Quaternion.identity;
            }
 
            //立绘特殊处理,没有spine动画的改用图片
            var lhImg = this.AddMissingComponent<RawImage>();
            if (!skinConfig.Tachie.Contains("SkeletonData"))
            {
                //图片替换
                lhImg.SetTexture2DPNG(skinConfig.Tachie);
                lhImg.SetNativeSize();
                if (skeletonGraphic != null)
                {
                    skeletonGraphic.enabled = false;
                }
                lhImg.enabled = true;
                lhImg.raycastTarget = false;
                return;
            }
            else
            {
                if (skeletonGraphic != null)
                {
                    skeletonGraphic.enabled = true;
                }
                lhImg.enabled = false;
            }
        }
        else
        {
            this.transform.localScale = Vector3.one * scale;
        }
 
        onComplete = _onComplete;
        if (cachedUIHeroPool == null)
            cachedUIHeroPool = GameObjectPoolManager.Instance.GetPool(await UILoader.LoadPrefabAsync("UIHero"));
        pool = cachedUIHeroPool;
        if (this == null) return;
 
        if (!transform.gameObject.activeSelf)
        {
            transform.SetActive(true);
        }
        if (instanceGO == null)
        {
            instanceGO = pool.Request();
            instanceGO.transform.SetParent(transform);
            _instanceRect = instanceGO.GetComponent<RectTransform>();
            //transform 的Pivot Y是0,让instanceGO 居中
            instanceGO.transform.localPosition = new Vector3(0, _instanceRect.sizeDelta.y * 0.5f);
 
            //instanceGO.transform.localPosition = Vector3.zero;
            instanceGO.transform.localScale = Vector3.one;
            instanceGO.transform.localRotation = Quaternion.identity;
        }
 
        skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
        if (isLh)
        {
            skeletonGraphic.skeletonDataAsset = await ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.Tachie);
        }
        else
        {
            skeletonGraphic.skeletonDataAsset = await ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes);
        }
        if (skeletonGraphic.skeletonDataAsset == null)
        {
            transform.SetActive(false);
            if (pool != null)
                pool.Release(instanceGO);
            skeletonGraphic = null;
            Destroy(instanceGO);
            Debug.LogError("未配置spine");
            return;
        }
        skeletonGraphic.initialSkinName = skinConfig.InitialSkinName;
        skeletonGraphic.Initialize(true);
        // 初始化完成后设置皮肤
        if (!string.IsNullOrEmpty(skinConfig.InitialSkinName))
        {
            var skeleton = skeletonGraphic.Skeleton;
            skeleton.SetSkin(skinConfig.InitialSkinName);
            skeleton.SetSlotsToSetupPose();
            skeletonGraphic.Update(0);
        }
 
        skeletonGraphic.enabled = true;
        // 注册到SpineUpdateManager,批量更新减少跨语言调用开销
        SpineUpdateManager.Instance.Register(skeletonGraphic);
        // 不可见时完全停止更新,滚动列表场景收益很大
        skeletonGraphic.updateWhenInvisible = Spine.Unity.UpdateMode.Nothing;
        SetMaterialNone();
 
        spineAnimationState = skeletonGraphic.AnimationState;
        spineAnimationState.Data.DefaultMix = 0f;
        if (motionName == "")
            motionName = GetFistSpineAnim();
 
        PlayAnimation(motionName, true);
        spineAnimationState.Complete -= OnAnimationComplete;
        spineAnimationState.Complete += OnAnimationComplete;
 
#if UNITY_EDITOR
        await UniTask.Delay(100);
        if (skeletonGraphic != null && skeletonGraphic.material != null)
        {
            skeletonGraphic.material.shader = Shader.Find(skeletonGraphic.material.shader.name);
        }
#endif
    }
 
 
    public bool HasAnimation(string motionName)
    {
        if (skeletonGraphic == null || skeletonGraphic.Skeleton == null)
        {
            Debug.LogWarning("skeletonGraphic or Skeleton is null, cannot check animation: " + motionName);
            return false;
        }
        return skeletonGraphic.Skeleton.ContainsMotion(motionName);
    }
 
 
    protected void OnDestroy()
    {
        // 取消正在进行的加载任务
        CancelLoadTask();
 
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnAnimationComplete;
        }
        // 从SpineUpdateManager中移除
        if (skeletonGraphic != null)
            SpineUpdateManager.Instance.Unregister(skeletonGraphic);
        if (pool != null)
            pool.Release(instanceGO);
        skeletonGraphic = null;
        pool = null;
    }
 
    private string pendingAnimationName = null;
    private bool pendingAnimationLoop = false;
    private bool pendingAnimationReplay = true;
    private float? pendingSpeed = null;
    private bool pendingEnabled = true; // 改为普通bool,false表示未设置,true表示需要启用
    private bool pendingGray = false; // 改为普通bool,表示是否需要设置灰度
 
    /// <summary>
    /// 播放 Spine 动画
    /// </summary>
    /// <param name="motionName">动作名</param>
    /// <param name="loop">循环</param>
    /// <param name="replay">如果相同动作是否再次重播,比如跑步重播就会跳帧不顺滑</param>
    public virtual TrackEntry PlayAnimation(string motionName, bool loop = false, bool replay = true)
    {
        // 如果正在初始化中,保存动画参数,等待初始化完成后再播放
        if (isInitializing)
        {
            pendingAnimationName = motionName;
            pendingAnimationLoop = loop;
            pendingAnimationReplay = replay;
            return null;
        }
        
        if (spineAnimationState == null) 
        {
            Debug.LogWarning("spineAnimationState is null, cannot play animation: " + motionName);
            return null;
        }
 
        if (GetCurrentAnimationName() == motionName && !replay)
            return null;
 
        // 直接使用 ToString() 而不是调用 GetAnimationName
        try
        {
            return spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
        }
        catch (System.Exception e)
        {
            Debug.LogError("播放动画失败: " + motionName + ", 错误: " + e.Message);
            return null;
        }
    }
 
    // 播放第一个动画(作为默认动画)
    string GetFistSpineAnim()
    {
        if (skeletonGraphic == null || skeletonGraphic.Skeleton == null)
        {
            Debug.LogWarning("skeletonGraphic or Skeleton is null, cannot get first animation");
            return "idle"; // 返回默认动画名称
        }
        
        var skeletonData = skeletonGraphic.Skeleton.Data;
        if (skeletonData.Animations.Count > 0)
        {
            return skeletonData.Animations.Items[0].Name;
        }
        else
        {
            Debug.LogError("Spine 数据中没有找到任何动画!武将皮肤:" + skinID);
        }
        return "idle"; // 返回默认动画名称
    }
 
    /// <summary>
    /// 获取当前正在播放的 Spine 动画名称
    /// </summary>
    /// <returns>当前动画名称,如果没有动画则返回空字符串</returns>
    public string GetCurrentAnimationName()
    {
        if (spineAnimationState == null || spineAnimationState.GetCurrent(0) == null)
        {
            return string.Empty;
        }
        return spineAnimationState.GetCurrent(0).Animation.Name;
    }
 
 
 
    /// <summary>
    /// 动画完成事件处理
    /// </summary>
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        onComplete?.Invoke();
    }
 
    //越大越快
    public void SetSpeed(float speed)
    {
        // 如果正在初始化中,保存速度参数,等待初始化完成后再设置
        if (isInitializing)
        {
            pendingSpeed = speed;
            return;
        }
        
        if (spineAnimationState == null)
        {
            Debug.LogWarning("spineAnimationState is null, cannot set speed");
            return;
        }
        spineAnimationState.TimeScale = speed;
    }
 
    public void SetEnabled(bool isEnable)
    {
        // 如果正在初始化中,保存启用状态,等待初始化完成后再设置
        if (isInitializing)
        {
            pendingEnabled = isEnable;
            return;
        }
        
        if (skeletonGraphic == null)
        {
            Debug.LogWarning("skeletonGraphic is null, cannot set enabled state");
            return;
        }
        skeletonGraphic.enabled = isEnable;
    }
 
    public void SetGray()
    {
        // 如果正在初始化中,标记需要设置灰度,等待初始化完成后再设置
        if (isInitializing)
        {
            pendingGray = true;
            return;
        }
        
        if (skeletonGraphic == null)
        {
            Debug.LogWarning("skeletonGraphic is null, cannot set gray material");
            return;
        }
        skeletonGraphic.material = MaterialUtility.GetDefaultSpriteGrayMaterial();
    }
    public void SetMaterialNone()
    {
        // 如果正在初始化中,标记需要设置无材质,等待初始化完成后再设置
        if (isInitializing)
        {
            pendingGray = false;
            return;
        }
        
        if (skeletonGraphic == null)
        {
            Debug.LogWarning("skeletonGraphic is null, cannot set material to none");
            return;
        }
        skeletonGraphic.material = GetDefaultSpineMaterial();
    }
 
    /// <summary>
    /// 获取默认的 Spine 渲染材质。
    /// 对于包含非 Normal 混合模式(Additive/Multiply/Screen)插槽的角色,
    /// 返回 atlas 原始材质(Blend One OneMinusSrcAlpha),保证 PMA 混合正确;
    /// 对于普通角色,返回 null(使用 Canvas 默认材质,行为不变)。
    /// </summary>
    private Material GetDefaultSpineMaterial()
    {
        if (skeletonGraphic == null || skeletonGraphic.Skeleton == null)
            return null;
 
        var slotsData = skeletonGraphic.Skeleton.Data.Slots;
        for (int i = 0; i < slotsData.Count; i++)
        {
            if (slotsData.Items[i].BlendMode != Spine.BlendMode.Normal)
            {
                // 存在非 Normal 混合模式的插槽,必须使用 Spine 材质
                // Canvas 默认材质的 Blend SrcAlpha OneMinusSrcAlpha 会导致
                // PMA Additive 效果(vertex alpha=0)完全消失
                var dataAsset = skeletonGraphic.skeletonDataAsset;
                if (dataAsset != null && dataAsset.atlasAssets.Length > 0)
                    return dataAsset.atlasAssets[0].PrimaryMaterial;
                break;
            }
        }
        return null;
    }
 
    /// <summary>
    /// 延迟初始化,结合并发控制和分帧延迟
    /// 1. 资源加载使用真正的异步(LoadAssetAsync)
    /// 2. skeletonGraphic.Initialize() 前进行分帧延迟,避免主线程卡顿
    /// </summary>
    private async UniTaskVoid DelayedInitializeAsync(HeroSkinConfig skinConfig, string motionName, bool isLh, System.Threading.CancellationToken cancellationToken)
    {
        isInitializing = true;
        try
        {
            // 检查是否已被取消
            cancellationToken.ThrowIfCancellationRequested();
 
            // 获取加载信号量 - 限制并发数,避免资源竞争
            await AcquireLoadSlotAsync(cancellationToken);
            // 异步创建instanceGO和加载资源(真正的异步,不阻塞)
            await CreateInstanceAndLoadAssetsAsync(skinConfig, isLh, cancellationToken);
            // 再次检查是否已被取消
            cancellationToken.ThrowIfCancellationRequested();
 
            // 确保每帧最多执行1次Initialize(true),避免同帧大量骨骼解析导致卡顿
            while (Time.frameCount == lastInitFrame)
            {
                cancellationToken.ThrowIfCancellationRequested();
                await UniTask.NextFrame(cancellationToken);
            }
            lastInitFrame = Time.frameCount;
 
            if (skeletonGraphic == null || skeletonGraphic.skeletonDataAsset == null)
            {
                Debug.LogError("资源加载失败,无法初始化模型");
                return;
            }
 
            skeletonGraphic.initialSkinName = skinConfig.InitialSkinName;
            skeletonGraphic.Initialize(true);
            Debug.Log($"[UIHeroController] Spine Initialize完成, skeleton valid: {skeletonGraphic.IsValid}, enabled: {skeletonGraphic.enabled}");
 
            // 初始化完成后设置皮肤
            if (!string.IsNullOrEmpty(skinConfig.InitialSkinName))
            {
                var skeleton = skeletonGraphic.Skeleton;
                skeleton.SetSkin(skinConfig.InitialSkinName);
                skeleton.SetSlotsToSetupPose();
                skeletonGraphic.Update(0);
            }
 
            spineAnimationState = skeletonGraphic.AnimationState;
            spineAnimationState.Data.DefaultMix = 0f;
 
            // 初始化完成后才显示模型
            skeletonGraphic.enabled = pendingEnabled;
 
            // 注册到SpineUpdateManager,批量更新减少跨语言调用开销
            SpineUpdateManager.Instance.Register(skeletonGraphic);
            // 不可见时完全停止更新,滚动列表场景收益很大
            skeletonGraphic.updateWhenInvisible = Spine.Unity.UpdateMode.Nothing;
 
            if (pendingGray)
            {
                skeletonGraphic.material = MaterialUtility.GetDefaultSpriteGrayMaterial();
            }
            else
            {
                skeletonGraphic.material = GetDefaultSpineMaterial();
            }
 
            // 检查是否有待设置的速度,如果有则设置
            if (pendingSpeed.HasValue)
            {
                spineAnimationState.TimeScale = pendingSpeed.Value;
                pendingSpeed = null;
            }
 
            // 检查是否有待播放的动画,如果有则优先播放外部调用的动画
            if (!string.IsNullOrEmpty(pendingAnimationName))
            {
                isInitializing = false;
                PlayAnimation(pendingAnimationName, pendingAnimationLoop, pendingAnimationReplay);
                // 清除所有待播放动画参数
                pendingAnimationName = null;
                pendingAnimationLoop = false;
                pendingAnimationReplay = true;
            }
            else
            {
                // 如果没有外部调用的动画,播放默认动画
                if (motionName == "")
                    motionName = GetFistSpineAnim();
 
                isInitializing = false;
                PlayAnimation(motionName, true);
            }
 
            spineAnimationState.Complete -= OnAnimationComplete;
            spineAnimationState.Complete += OnAnimationComplete;
 
            isInitialized = true;
            isInitializing = false;
        }
        catch (System.OperationCanceledException)
        {
            // 任务被取消,正常返回
            isInitializing = false;
        }
        catch (System.Exception e)
        {
            Debug.LogError($"英雄初始化异常: {e.Message}\n{e.StackTrace}");
            isInitializing = false;
        }
        finally
        {
            // 释放加载槽位
            ReleaseLoadSlot();
        }
    }
 
    /// <summary>
    /// 获取加载槽位(支持 WebGL 的并发控制)
    /// </summary>
    private async UniTask AcquireLoadSlotAsync(System.Threading.CancellationToken cancellationToken)
    {
        while (true)
        {
            // 检查是否已被取消
            cancellationToken.ThrowIfCancellationRequested();
 
            lock (loadLock)
            {
                if (currentLoadingCount < MAX_CONCURRENT_LOADS)
                {
                    currentLoadingCount++;
                    return;
                }
            }
            // 如果已达到最大并发数,等待下一帧再试
            await UniTask.NextFrame(cancellationToken);
        }
    }
 
    /// <summary>
    /// 释放加载槽位
    /// </summary>
    private void ReleaseLoadSlot()
    {
        lock (loadLock)
        {
            currentLoadingCount--;
        }
    }
 
 
    /// <summary>
    /// 异步创建instanceGO和加载资源(用于非立绘)
    /// 使用真正的异步加载,不阻塞主线程
    /// </summary>
    private async UniTask CreateInstanceAndLoadAssetsAsync(HeroSkinConfig skinConfig, bool isLh, System.Threading.CancellationToken cancellationToken)
    {
        // 确保transform处于激活状态
        if (!transform.gameObject.activeSelf)
        {
            transform.SetActive(true);
        }
 
        // 检查是否已被取消
        cancellationToken.ThrowIfCancellationRequested();
 
        // 创建pool和instanceGO(使用缓存避免重复加载预制体)
        if (cachedUIHeroPool == null)
            cachedUIHeroPool = GameObjectPoolManager.Instance.GetPool(await UILoader.LoadPrefabAsync("UIHero"));
        pool = cachedUIHeroPool;
 
        if (instanceGO == null)
        {
            instanceGO = pool.Request();
            instanceGO.transform.SetParent(transform);
            _instanceRect = instanceGO.GetComponent<RectTransform>();
            //transform 的Pivot Y是0,让instanceGO 居中
            instanceGO.transform.localPosition = new Vector3(0, _instanceRect.sizeDelta.y * 0.5f);
            instanceGO.transform.localScale = Vector3.one;
            instanceGO.transform.localRotation = Quaternion.identity;
        }
 
        skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
 
        // 真正的异步加载资源 - 不阻塞主线程
        string assetName = isLh ? skinConfig.Tachie : skinConfig.SpineRes;
        Debug.Log($"[UIHeroController] 开始加载spine 资源: {assetName}");
        SkeletonDataAsset loadedAsset = await ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>("Hero/SpineRes/", assetName);
 
        // 再次检查是否已被取消
        cancellationToken.ThrowIfCancellationRequested();
 
        if (loadedAsset != null)
        {
            skeletonGraphic.skeletonDataAsset = loadedAsset;
            Debug.Log($"[UIHeroController] Spine资源加载成功: {assetName}, atlas count: {loadedAsset.atlasAssets?.Length}");
        }
        else
        {
            transform.SetActive(false);
            if (pool != null)
                pool.Release(instanceGO);
            skeletonGraphic = null;
            Destroy(instanceGO);
            Debug.LogError("未配置spine");
        }
    }
 
 
 
    /// <summary>
    /// 检查是否已完成初始化
    /// </summary>
    public bool IsInitialized()
    {
        return isInitialized && !isInitializing;
    }
}