hch
2025-07-28 b653fb8a1b763a328f73c5a9d3845bb54a003bb0
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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 Action onComplete;
 
    public float speedRate = 1f;
 
    [Header("是否在显示时播放")]
    public bool isPlayOnEnable = false;
 
    [Header("是否立即播放spine特效")]
    public bool isPlaySpineImmediately = false;  
    [Header("是否循环播放spine特效")]
    public bool isPlaySpineLoop = false; 
 
    [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 Spine.AnimationState spineAnimationState;
 
    protected void OnEnable()
    {
        if (isPlayOnEnable)
        {
            Play();
        }
    }
 
    protected bool InitCompnent()
    {
        if (effectId <= 0)
        {
            effectConfig = null;
            // 根据逻辑需求,动态设置特效的情况
            // Debug.LogError("EffectPlayer effectId is not set");
            // #if UNITY_EDITOR
            //             UnityEditor.Selection.activeGameObject = gameObject;
            //             UnityEditor.EditorGUIUtility.PingObject(gameObject);
            // #endif
            return false;
        }
 
        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 false;
        }
 
 
        particleList.Clear();
        animatorList.Clear();
        rendererList.Clear();
        spineComp = null;
 
        //spine是加载文件,需要提前挂载脚本,unity特效是已经做好的预制体待加载后收集组件
        if (effectConfig.isSpine != 0)
        {
            spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
 
        }
        // else
        // {
        //     //  收集组件
        //     particleList.AddRange(gameObject.GetComponentsInChildren<ParticleSystem>(true));
        //     animatorList.AddRange(gameObject.GetComponentsInChildren<Animator>(true));
        // }
        // rendererList.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
 
        return 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)
        {
            if (InitCompnent())
            {
                isInit = true;
            }
            else
            {
                //根据逻辑需求,动态设置特效的情况
                return;
            }
 
        }
 
        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spine特效资源
        if (effectConfig.isSpine != 0)
        {
            spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName + "_SkeletonData");
            spineComp.raycastTarget = false;
            spineComp.Initialize(true);
            spineAnimationState = spineComp.AnimationState;
            spineAnimationState.Complete -= OnSpineAnimationComplete;
            spineAnimationState.Complete += OnSpineAnimationComplete;
            if (isPlaySpineImmediately)
            {
                //UI特效常用方式
                spineComp.enabled = true;
                // 播放第一个动画(作为默认动画)
                var skeletonData = spineComp.Skeleton.Data;
                if (skeletonData.Animations.Count > 0)
                {
                    string defaultAnimationName = skeletonData.Animations.Items[0].Name;
                    spineComp.AnimationState.SetAnimation(0, defaultAnimationName, isPlaySpineLoop);
                }
                else
                {
                    Debug.LogError("Spine 数据中没有找到任何动画!" + effectConfig.id);
                }
            }
            else
            {
                spineComp.enabled = false;
            }
 
            
            return;
        }
 
        //加载unity特效
        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}";
 
        //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));
 
 
        //  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;
        }
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnSpineAnimationComplete;
        }
    }
 
    //单次播放完毕就会触发,即使是循环
    protected void OnSpineAnimationComplete(Spine.TrackEntry trackEntry)
    {
        if (!isPlaySpineLoop)
        {
            if (onComplete == null)
            {
                if (effectConfig.isSpine != 0)
                {
                    spineComp.enabled = false;
                }
            }
 
            onComplete?.Invoke();
        }
    }
 
 
    //  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;
        }
    }
}