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2 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
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using System;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity;
 
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> trackEntryCallbacks = new Dictionary<Spine.TrackEntry, Action>();
    public Action OnAttackAnimationComplete;
    public Action OnHitAnimationComplete;
    private List<Action> runningActions = new List<Action>();
 
    public SkeletonAnimation skeletonAnim;
    protected Spine.AnimationState animState;
    protected Spine.Skeleton skeleton;
    protected float defaultMixDuration = 0f;
    private Spine.TrackEntry currentTrack;
    private SkeletonIllusionShadow illusionShadow;
    private bool playingSkillAnim = false;
 
    public virtual void Init(SkeletonAnimation skelAnim)
    {
        skeletonAnim = skelAnim;
        if (skeletonAnim == null)
        {
            BattleDebug.LogError("缺少SkeletonGraphic组件!");
            return;
        }
 
        animState = skeletonAnim.AnimationState;
        animState.TimeScale = MotionTimeScale;
        skeletonAnim.timeScale = MotionTimeScale;
        skeleton = skeletonAnim.Skeleton;
 
        if (animState != null)
            animState.Data.DefaultMix = defaultMixDuration;
 
        PlayAnimation(MotionName.idle, true);
        SetupAnimationHandlers();
        
        if (skelAnim.gameObject != null)
            illusionShadow = skelAnim.gameObject.AddMissingComponent<SkeletonIllusionShadow>();
    }
    
    public virtual void Release()
    {
        trackEntryCallbacks.Clear();
        if (animState != null)
        {
            animState.Complete -= OnAnimationComplete;
            animState.ClearTracks();
            animState = null;
        }
        skeletonAnim = null;
        skeleton = null;
        currentTrack = null;
        playingSkillAnim = false;
    }
 
    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action onComplete = null)
    {
        if (playingSkillAnim || animState == null) return null;
 
        if (currentTrack != null && !currentTrack.IsComplete && trackEntryCallbacks.TryGetValue(currentTrack, out var prevCallback))
        {
            trackEntryCallbacks.Remove(currentTrack);
            prevCallback?.Invoke();
            currentTrack = null;
        }
 
        currentTrack = animState.SetAnimation(0, motionName.ToString(), loop);
        if (onComplete != null && currentTrack != null)
            trackEntryCallbacks[currentTrack] = onComplete;
 
        return currentTrack;
    }
 
    private void AddAction(Action action) => runningActions.Add(action);
    private void RemoveAction(Action action) => runningActions.Remove(action);
 
    public Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isSubSkill, Action onComplete = null)
    {
        if (skillConfig == null)
        {
            Debug.LogError("技能配置为空,无法播放技能动画");
            return null;
        }
        if (animState == null || skeleton == null)
        {
            Debug.LogError("SkeletonGraphic或AnimationState未初始化,无法播放技能动画");
            return null;
        }
 
        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
        {
            PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
            return null;
        }
 
        Spine.Animation targetAnim = FindAnim(skillConfig.SkillMotionName);
        if (targetAnim == null)
        {
            skillBase.ForceFinished();
            return null;
        }
 
        return ExecuteSkillAnim(skillConfig, skillBase, onComplete, targetAnim, true, isSubSkill);
    }
 
    private Spine.TrackEntry ExecuteSkillAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete,
        Spine.Animation targetAnim, bool hasAnim, bool isSubSkill)
    {
        int loopCount = skillConfig.LoopCount;
        int[] activeFrames = skillConfig.ActiveFrames ?? new int[0];
        int frameCount = activeFrames.Length;
        float recoveryFrame = skillConfig.RecoveryFrames;
 
        Spine.TrackEntry skillTrack = null;
        if (hasAnim)
        {
            skillTrack = animState.SetAnimation(0, targetAnim, false);
            currentTrack = skillTrack;
        }
        
        playingSkillAnim = true;
 
        int currentLoop = 0, triggerCount = 0, failCount = 0;
        bool beginTriggered = false, finalStarted = false, finalEnded = false, middleStarted = false;
        bool[] triggeredFrames = new bool[frameCount];
        float startTime = hasAnim ? 0 : Time.time;
 
        skillBase.OnSkillStart();
 
        Action frameHandler = null;
        frameHandler = () =>
        {
            if (skillBase.IsFinished())
            {
                playingSkillAnim = false;
                RemoveAction(frameHandler);
                return;
            }
 
            float currentFrame = 0f;
            if (BattleConst.skillMotionFps > 0)
                currentFrame = hasAnim ? (skillTrack.TrackTime * skillTrack.TimeScale * BattleConst.skillMotionFps) : ((Time.time - startTime) * MotionTimeScale * BattleConst.skillMotionFps);
 
            if (hasAnim)
            {
                if (currentTrack != skillTrack)
                {
                    Debug.LogError("技能动画被打断,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    return;
                }
                
                if (skillTrack.TrackTime == 0) failCount++;
                if (failCount > 100)
                {
                    Debug.LogError("技能动画播放失败,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    return;
                }
            }
 
            if (!beginTriggered && currentFrame >= skillConfig.StartupFrames && currentLoop == 0)
            {
                beginTriggered = true;
                skillBase.OnStartSkillFrameEnd();
            }
 
            if (!middleStarted && currentFrame >= skillConfig.StartupFrames && currentLoop <= loopCount)
            {
                middleStarted = true;
                skillBase.OnMiddleFrameStart(currentLoop);
            }
 
            for (int i = 0; i < frameCount && i < triggeredFrames.Length; i++)
            {
                if (!triggeredFrames[i] && currentFrame >= activeFrames[i])
                {
                    skillBase.OnMiddleFrameEnd(currentLoop, triggerCount++);
                    triggeredFrames[i] = true;
                }
            }
 
            bool allTriggered = Array.TrueForAll(triggeredFrames, x => x);
 
            if (allTriggered && currentLoop < loopCount)
            {
                currentLoop++;
                Array.Clear(triggeredFrames, 0, frameCount);
                middleStarted = false;
 
                if (currentLoop < loopCount)
                {
                    if (BattleConst.skillMotionFps > 0)
                    {
                        if (hasAnim)
                            skillTrack.TrackTime = skillConfig.StartupFrames / BattleConst.skillMotionFps;
                        else
                            startTime = Time.time - (skillConfig.StartupFrames / BattleConst.skillMotionFps);
                    }
                    beginTriggered = false;
                }
                else
                {
                    finalStarted = false;
                    finalEnded = false;
                }
            }
 
            if (currentLoop >= loopCount)
            {
                if (!finalStarted && currentFrame >= recoveryFrame)
                {
                    finalStarted = true;
                    skillBase.OnFinalFrameStart();
                }
                if (finalStarted && !finalEnded && currentFrame >= recoveryFrame)
                {
                    finalEnded = true;
                    if (!isSubSkill)
                    {
                        playingSkillAnim = false;
                    }
                    RemoveAction(frameHandler);
                    onComplete?.Invoke();
                    skillBase.OnFinalFrameEnd();
                }
            }
        };
 
        AddAction(frameHandler);
        return skillTrack;
    }
    
    private Spine.Animation FindAnim(string animName)
    {
        if (string.IsNullOrEmpty(animName)) return null;
 
        Spine.Animation targetAnim = skeleton.Data.FindAnimation(animName);
        if (targetAnim == null && skeleton.Data.Animations != null)
        {
            for (int i = 0; i < skeleton.Data.Animations.Count; i++)
            {
                var anim = skeleton.Data.Animations.Items[i];
                if (anim?.Name != null && anim.Name.ToLower() == animName.ToLower())
                {
                    targetAnim = anim;
                    break;
                }
            }
        }
 
        if (targetAnim == null)
            Debug.LogError($"找不到动画: {animName}");
 
        return targetAnim;
    }
 
    private void PlaySkillNoAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete, bool isSubSkill) => 
        ExecuteSkillAnim(skillConfig, skillBase, onComplete, null, false, isSubSkill);
 
    protected virtual void SetupAnimationHandlers()
    {
        if (animState != null)
            animState.Complete += OnAnimationComplete;
    }
 
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        if (trackEntry?.Animation?.Name == null) return;
        
        string animName = trackEntry.Animation.Name.ToLower();
 
        if (AttackMotionList.Contains(animName))
        {
            OnAttackAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        else if (animName == MotionName.hit.ToString().ToLower())
        {
            OnHitAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        
        if (trackEntryCallbacks.TryGetValue(trackEntry, out var callback))
        {
            trackEntryCallbacks.Remove(trackEntry);
            callback?.Invoke();
        }
    }
 
    public virtual void Run()
    {
        for (int i = runningActions.Count - 1; i >= 0; i--)
            runningActions[i]?.Invoke();
 
        illusionShadow?.Run();
    }
 
    public virtual void Pause()
    {
        if (animState != null) animState.TimeScale = 0f;
        if (skeletonAnim != null) skeletonAnim.timeScale = 0f;
    }
 
    public virtual void Resume()
    {
        if (animState != null) animState.TimeScale = MotionTimeScale;
        if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale;
    }
 
    public void HaveRest()
    {
        trackEntryCallbacks.Clear();
        runningActions.Clear();
        playingSkillAnim = false;
        PlayAnimation(MotionName.idle, true);
    }
 
    public void SetSpeedRatio(float ratio)
    {
        MotionTimeScale = ratio;
        if (animState != null) animState.TimeScale = ratio;
        if (skeletonAnim != null) skeletonAnim.timeScale = ratio;
    }
 
    public void ShowIllusionShadow(bool isVisible)
    {
        if (illusionShadow != null)
        {
            illusionShadow.SetSkeletonAnimation(skeletonAnim);
            illusionShadow.Show(isVisible);
        }
    }
}