|
using System;
|
using Spine.Unity;
|
using UnityEngine;
|
|
public class UIHeroController : MonoBehaviour
|
{
|
private GameObjectPoolManager.GameObjectPool pool;
|
private int skinID;
|
protected SkeletonGraphic skeletonGraphic;
|
|
protected Spine.AnimationState spineAnimationState;
|
private GameObject instanceGO;
|
|
private Action onComplete;
|
public void Create(int _skinID, float scale = 1f, Action _onComplete = null, string motionName = "idle", bool isLh = false)
|
{
|
if (skinID == _skinID)
|
{
|
//避免重复创建
|
return;
|
}
|
|
skinID = _skinID;
|
onComplete = _onComplete;
|
pool = GameObjectPoolManager.Instance.RequestPool(UILoader.LoadPrefab("UIHero"));
|
|
if (!transform.gameObject.activeSelf)
|
{
|
transform.SetActive(true);
|
}
|
if (instanceGO == null)
|
{
|
instanceGO = pool.Request();
|
instanceGO.transform.SetParent(transform);
|
//transform 的Pivot Y是0,让instanceGO 居中
|
instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent<RectTransform>().sizeDelta.y * 0.5f);
|
|
//instanceGO.transform.localPosition = Vector3.zero;
|
instanceGO.transform.localScale = Vector3.one;
|
instanceGO.transform.localRotation = Quaternion.identity;
|
}
|
|
skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
|
var skinConfig = HeroSkinConfig.Get(skinID);
|
if (isLh)
|
{
|
skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.Tachie);
|
}
|
else
|
{
|
skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes);
|
}
|
skeletonGraphic.Initialize(true);
|
this.transform.localScale = Vector3.one * scale;
|
spineAnimationState = skeletonGraphic.AnimationState;
|
spineAnimationState.Data.DefaultMix = 0f;
|
if (motionName == "")
|
motionName = GetFistSpineAnim();
|
PlayAnimation(motionName, true);
|
spineAnimationState.Complete -= OnAnimationComplete;
|
spineAnimationState.Complete += OnAnimationComplete;
|
}
|
|
|
|
|
protected void OnDestroy()
|
{
|
if (spineAnimationState != null)
|
{
|
spineAnimationState.Complete -= OnAnimationComplete;
|
}
|
if (pool != null)
|
pool.Release(instanceGO);
|
skeletonGraphic = null;
|
pool = null;
|
}
|
|
|
public virtual void PlayAnimation(string motionName, bool loop = false)
|
{
|
if (spineAnimationState == null) return;
|
|
// 直接使用 ToString() 而不是调用 GetAnimationName
|
spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
|
}
|
|
// 播放第一个动画(作为默认动画)
|
string GetFistSpineAnim()
|
{
|
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 "";
|
}
|
|
/// <summary>
|
/// 动画完成事件处理
|
/// </summary>
|
protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
|
{
|
onComplete?.Invoke();
|
}
|
|
}
|