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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 static int activeInitializationCount = 0; // 当前正在初始化的卡片数量
    private static readonly object initializationLock = new object();
 
    public Action onComplete;
    public void 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;
        }
 
        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);
                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;
        pool = GameObjectPoolManager.Instance.GetPool(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);
        if (isLh)
        {
            skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.Tachie);
        }
        else
        {
            skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<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;
        }
 
        // 使用 UniTask 进行延迟初始化,避免批量创建时卡顿
        if (isInitializing)
        {
            // 如果正在初始化,设置标志位取消之前的任务
            isInitializing = false;
        }
        
        // 立绘需要立即显示,其他情况延迟初始化
        if (isLh)
        {
            // 立绘立即初始化
            ForceInitialize(motionName);
        }
        else
        {
            // 在加载新模型前先隐藏当前显示的模型(非立绘情况)
            if (skeletonGraphic != null)
            {
                skeletonGraphic.enabled = false;
            }
            
            // 使用 UniTask 进行异步初始化
            DelayedInitializeAsync(skinConfig, motionName).Forget();
        }
    }
 
    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()
    {
        if (spineAnimationState != null)
        {
            spineAnimationState.Complete -= OnAnimationComplete;
        }
        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 = null;
    }
 
    /// <summary>
    /// 延迟初始化,避免批量创建时卡顿 - 使用 UniTask
    /// </summary>
    private async UniTaskVoid DelayedInitializeAsync(HeroSkinConfig skinConfig, string motionName)
    {
        isInitializing = true;
 
        try
        {
            // 增加当前初始化计数器
            int currentIndex;
            lock (initializationLock)
            {
                currentIndex = activeInitializationCount++;
            }
 
            // 根据当前初始化序号计算延迟时间
            // 第一个卡片延迟1帧,第二个延迟2帧,以此类推,最多延迟10帧
            int delayFrames = Mathf.Min(currentIndex + 2, 80);
 
            for (int i = 0; i < delayFrames; i++)
            {
                await UniTask.NextFrame();
            }
 
            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);
            }
 
 
            spineAnimationState = skeletonGraphic.AnimationState;
            spineAnimationState.Data.DefaultMix = 0f;
            
            // 初始化完成后才显示模型
            skeletonGraphic.enabled = pendingEnabled;
            
            if (pendingGray)
            {
                skeletonGraphic.material = MaterialUtility.GetDefaultSpriteGrayMaterial();
            }
            else
            {
                skeletonGraphic.material = null;
            }
            
            // 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; // 清除待设置速度
            }
            
            // 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))
            {
                // 临时设置isInitializing为false,以便PlayAnimation能正常播放
                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();
                
                // 临时设置isInitializing为false,以便PlayAnimation能正常播放
                isInitializing = false;
                PlayAnimation(motionName, true);
            }
            
            spineAnimationState.Complete -= OnAnimationComplete;
            spineAnimationState.Complete += OnAnimationComplete;
 
            isInitialized = true;
            isInitializing = false;
        }
        catch (System.OperationCanceledException)
        {
            // 任务被取消,正常处理
            isInitializing = false;
        }
        finally
        {
            // 减少当前初始化计数器
            lock (initializationLock)
            {
                activeInitializationCount--;
            }
        }
    }
 
    /// <summary>
    /// 强制立即初始化(用于特殊情况)
    /// </summary>
    public void ForceInitialize(string motionName = "idle")
    {
        if (isInitializing)
        {
            // 设置标志位取消之前的异步任务
            isInitializing = false;
        }
 
        var skinConfig = HeroSkinConfig.Get(skinID);
        if (skinConfig != null && skeletonGraphic != null)
        {
            skeletonGraphic.initialSkinName = skinConfig.InitialSkinName;
            skeletonGraphic.Initialize(true);
            
            if (!string.IsNullOrEmpty(skinConfig.InitialSkinName))
            {
                var skeleton = skeletonGraphic.Skeleton;
                skeleton.SetSkin(skinConfig.InitialSkinName);
                skeleton.SetSlotsToSetupPose();
                skeletonGraphic.Update(0);
            }
 
            skeletonGraphic.enabled = true;
            SetMaterialNone();
 
            spineAnimationState = skeletonGraphic.AnimationState;
            if (spineAnimationState != null)
            {
                spineAnimationState.Data.DefaultMix = 0f;
                if (string.IsNullOrEmpty(motionName))
                    motionName = GetFistSpineAnim();
                PlayAnimation(motionName, true);
                spineAnimationState.Complete -= OnAnimationComplete;
                spineAnimationState.Complete += OnAnimationComplete;
            }
 
            isInitialized = true;
            isInitializing = false;
        }
    }
 
 
 
    /// <summary>
    /// 检查是否已完成初始化
    /// </summary>
    public bool IsInitialized()
    {
        return isInitialized && !isInitializing;
    }
}