yyl
2025-07-18 cc074976c8644508d80abafbfa8de5d31146abdf
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using System;
using Spine.Unity;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class UIHeroController : MonoBehaviour
{
    public void Create(int _skinID, float scale = 1f, Action _onComplete = null)
    {
        skinID = _skinID;
        onComplete = _onComplete;
        GameObject battleGO = UILoader.LoadPrefab("UIHero");
        GameObject instanceGO = null;
        if (!transform.gameObject.activeSelf)
        {
            transform.SetActive(true);
        }
        instanceGO = GameObject.Instantiate(battleGO, transform);
        skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
        var skinConfig = HeroSkinConfig.Get(skinID);
        skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes + "_SkeletonData");
        skeletonGraphic.Initialize(true);
        this.transform.localScale = Vector3.one * scale;
        spineAnimationState = skeletonGraphic.AnimationState;
        PlayAnimation(MotionName.idle, true);
 
        spineAnimationState.Complete += OnAnimationComplete;
    }
    private int skinID;
    protected SkeletonGraphic skeletonGraphic;
 
    protected Spine.AnimationState spineAnimationState;
 
    private Spine.TrackEntry currentTrackEntry;
    private Action onComplete;
 
 
 
    void Destroy()
    {
        spineAnimationState.Complete -= OnAnimationComplete;
    }
 
 
    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop = false)
    {
        if (spineAnimationState == null) return null;
 
        // 直接使用 ToString() 而不是调用 GetAnimationName
        currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
        return currentTrackEntry;
    }
 
    /// <summary>
    /// 动画完成事件处理
    /// </summary>
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        onComplete?.Invoke();
    }
 
}