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using System;
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using Spine;
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using Spine.Unity;
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using UnityEngine;
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using UnityEngine.UI;
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using Cysharp.Threading.Tasks;
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public class UIHeroController : MonoBehaviour
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{
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private GameObjectPoolManager.GameObjectPool pool;
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private int skinID;
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protected SkeletonGraphic skeletonGraphic;
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public Spine.AnimationState spineAnimationState;
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private GameObject instanceGO;
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private bool isInitializing = false;
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private bool isInitialized = false;
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private static int activeInitializationCount = 0; // 当前正在初始化的卡片数量
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private static readonly object initializationLock = new object();
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public Action onComplete;
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public void Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false)
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{
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if (skinID == _skinID)
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{
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//避免重复创建
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if (skeletonGraphic != null)
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{
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SetMaterialNone();
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if (isLh)
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{
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var skinConfigTmp = HeroSkinConfig.Get(skinID);
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if (skinConfigTmp != null && skinConfigTmp.Tachie.IsSpine())
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{
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skeletonGraphic.enabled = true;
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}
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}
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else
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{
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skeletonGraphic.enabled = true;
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}
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}
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return;
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}
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skinID = _skinID;
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var skinConfig = HeroSkinConfig.Get(skinID);
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if (isLh)
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{
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//X轴偏移,Y轴偏移,缩放,是否水平翻转(0否1是)
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if (skinConfig.TachieParam.Length == 4)
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{
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this.transform.localPosition = new Vector3(skinConfig.TachieParam[0], skinConfig.TachieParam[1], 0);
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this.transform.localScale = Vector3.one * skinConfig.TachieParam[2];
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this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0);
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}
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else
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{
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this.transform.localPosition = Vector3.zero;
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this.transform.localScale = Vector3.one;
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this.transform.localRotation = Quaternion.identity;
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}
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//立绘特殊处理,没有spine动画的改用图片
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var lhImg = this.AddMissingComponent<RawImage>();
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if (!skinConfig.Tachie.IsSpine())
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{
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//图片替换
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lhImg.SetTexture2DPNG(skinConfig.Tachie);
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lhImg.SetNativeSize();
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if (skeletonGraphic != null)
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{
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skeletonGraphic.enabled = false;
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}
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lhImg.enabled = true;
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lhImg.raycastTarget = false;
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return;
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}
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else
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{
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if (skeletonGraphic != null)
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{
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skeletonGraphic.enabled = true;
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}
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lhImg.enabled = false;
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}
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}
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else
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{
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this.transform.localScale = Vector3.one * scale;
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}
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onComplete = _onComplete;
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pool = GameObjectPoolManager.Instance.GetPool(UILoader.LoadPrefab("UIHero"));
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if (!transform.gameObject.activeSelf)
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{
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transform.SetActive(true);
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}
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if (instanceGO == null)
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{
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instanceGO = pool.Request();
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instanceGO.transform.SetParent(transform);
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//transform 的Pivot Y是0,让instanceGO 居中
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instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent<RectTransform>().sizeDelta.y * 0.5f);
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//instanceGO.transform.localPosition = Vector3.zero;
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instanceGO.transform.localScale = Vector3.one;
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instanceGO.transform.localRotation = Quaternion.identity;
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}
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skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
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if (isLh)
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{
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skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.Tachie);
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}
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else
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{
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skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes);
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}
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if (skeletonGraphic.skeletonDataAsset == null)
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{
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transform.SetActive(false);
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if (pool != null)
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pool.Release(instanceGO);
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skeletonGraphic = null;
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Destroy(instanceGO);
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Debug.LogError("未配置spine");
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return;
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}
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// 使用 UniTask 进行延迟初始化,避免批量创建时卡顿
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if (isInitializing)
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{
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// 如果正在初始化,设置标志位取消之前的任务
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isInitializing = false;
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}
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// 立绘需要立即显示,其他情况延迟初始化
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if (isLh)
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{
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// 立绘立即初始化
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ForceInitialize(motionName);
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}
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else
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{
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// 在加载新模型前先隐藏当前显示的模型(非立绘情况)
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if (skeletonGraphic != null)
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{
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skeletonGraphic.enabled = false;
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}
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// 使用 UniTask 进行异步初始化
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DelayedInitializeAsync(skinConfig, motionName).Forget();
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}
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}
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public bool HasAnimation(string motionName)
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{
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if (skeletonGraphic == null || skeletonGraphic.Skeleton == null)
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{
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Debug.LogWarning("skeletonGraphic or Skeleton is null, cannot check animation: " + motionName);
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return false;
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}
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return skeletonGraphic.Skeleton.ContainsMotion(motionName);
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}
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protected void OnDestroy()
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{
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if (spineAnimationState != null)
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{
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spineAnimationState.Complete -= OnAnimationComplete;
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}
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if (pool != null)
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pool.Release(instanceGO);
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skeletonGraphic = null;
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pool = null;
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}
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private string pendingAnimationName = null;
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private bool pendingAnimationLoop = false;
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private bool pendingAnimationReplay = true;
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private float? pendingSpeed = null;
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private bool pendingEnabled = true; // 改为普通bool,false表示未设置,true表示需要启用
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private bool pendingGray = false; // 改为普通bool,表示是否需要设置灰度
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/// <summary>
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/// 播放 Spine 动画
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/// </summary>
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/// <param name="motionName">动作名</param>
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/// <param name="loop">循环</param>
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/// <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>
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public virtual TrackEntry PlayAnimation(string motionName, bool loop = false, bool replay = true)
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{
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// 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
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if (isInitializing)
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{
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pendingAnimationName = motionName;
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pendingAnimationLoop = loop;
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pendingAnimationReplay = replay;
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return null;
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}
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if (spineAnimationState == null)
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{
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Debug.LogWarning("spineAnimationState is null, cannot play animation: " + motionName);
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return null;
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}
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if (GetCurrentAnimationName() == motionName && !replay)
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return null;
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// 直接使用 ToString() 而不是调用 GetAnimationName
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try
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{
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return spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
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}
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catch (System.Exception e)
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{
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Debug.LogError("播放动画失败: " + motionName + ", 错误: " + e.Message);
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return null;
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}
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}
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// 播放第一个动画(作为默认动画)
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string GetFistSpineAnim()
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{
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if (skeletonGraphic == null || skeletonGraphic.Skeleton == null)
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{
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Debug.LogWarning("skeletonGraphic or Skeleton is null, cannot get first animation");
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return "idle"; // 返回默认动画名称
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}
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var skeletonData = skeletonGraphic.Skeleton.Data;
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if (skeletonData.Animations.Count > 0)
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{
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return skeletonData.Animations.Items[0].Name;
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}
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else
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{
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Debug.LogError("Spine 数据中没有找到任何动画!武将皮肤:" + skinID);
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}
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return "idle"; // 返回默认动画名称
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}
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/// <summary>
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/// 获取当前正在播放的 Spine 动画名称
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/// </summary>
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/// <returns>当前动画名称,如果没有动画则返回空字符串</returns>
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public string GetCurrentAnimationName()
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{
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if (spineAnimationState == null || spineAnimationState.GetCurrent(0) == null)
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{
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return string.Empty;
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}
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return spineAnimationState.GetCurrent(0).Animation.Name;
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}
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/// <summary>
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/// 动画完成事件处理
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/// </summary>
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protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
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{
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onComplete?.Invoke();
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}
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//越大越快
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public void SetSpeed(float speed)
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{
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// 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
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if (isInitializing)
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{
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pendingSpeed = speed;
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return;
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}
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if (spineAnimationState == null)
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{
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Debug.LogWarning("spineAnimationState is null, cannot set speed");
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return;
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}
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spineAnimationState.TimeScale = speed;
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}
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public void SetEnabled(bool isEnable)
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{
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// 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
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if (isInitializing)
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{
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pendingEnabled = isEnable;
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return;
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}
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if (skeletonGraphic == null)
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{
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Debug.LogWarning("skeletonGraphic is null, cannot set enabled state");
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return;
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}
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skeletonGraphic.enabled = isEnable;
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}
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public void SetGray()
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{
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// 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
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if (isInitializing)
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{
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pendingGray = true;
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return;
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}
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if (skeletonGraphic == null)
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{
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Debug.LogWarning("skeletonGraphic is null, cannot set gray material");
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return;
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}
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skeletonGraphic.material = MaterialUtility.GetDefaultSpriteGrayMaterial();
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}
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public void SetMaterialNone()
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{
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// 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
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if (isInitializing)
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{
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pendingGray = false;
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return;
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}
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if (skeletonGraphic == null)
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{
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Debug.LogWarning("skeletonGraphic is null, cannot set material to none");
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return;
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}
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skeletonGraphic.material = null;
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}
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/// <summary>
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/// 延迟初始化,避免批量创建时卡顿 - 使用 UniTask
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/// </summary>
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private async UniTaskVoid DelayedInitializeAsync(HeroSkinConfig skinConfig, string motionName)
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{
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isInitializing = true;
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try
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{
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// 增加当前初始化计数器
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int currentIndex;
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lock (initializationLock)
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{
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currentIndex = activeInitializationCount++;
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}
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// 根据当前初始化序号计算延迟时间
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// 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
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int delayFrames = Mathf.Min(currentIndex + 2, 80);
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for (int i = 0; i < delayFrames; i++)
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{
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await UniTask.NextFrame();
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}
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skeletonGraphic.initialSkinName = skinConfig.InitialSkinName;
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skeletonGraphic.Initialize(true);
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// 初始化完成后设置皮肤
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if (!string.IsNullOrEmpty(skinConfig.InitialSkinName))
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{
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var skeleton = skeletonGraphic.Skeleton;
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skeleton.SetSkin(skinConfig.InitialSkinName);
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skeleton.SetSlotsToSetupPose();
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skeletonGraphic.Update(0);
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}
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spineAnimationState = skeletonGraphic.AnimationState;
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spineAnimationState.Data.DefaultMix = 0f;
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// 初始化完成后才显示模型
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skeletonGraphic.enabled = pendingEnabled;
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if (pendingGray)
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{
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skeletonGraphic.material = MaterialUtility.GetDefaultSpriteGrayMaterial();
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}
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else
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{
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skeletonGraphic.material = null;
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}
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// 检查是否有待设置的速度,如果有则设置
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if (pendingSpeed.HasValue)
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{
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spineAnimationState.TimeScale = pendingSpeed.Value;
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pendingSpeed = null; // 清除待设置速度
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}
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// 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
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if (!string.IsNullOrEmpty(pendingAnimationName))
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{
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// 临时设置isInitializing为false,以便PlayAnimation能正常播放
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isInitializing = false;
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PlayAnimation(pendingAnimationName, pendingAnimationLoop, pendingAnimationReplay);
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// 清除所有待播放动画参数
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pendingAnimationName = null;
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pendingAnimationLoop = false;
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pendingAnimationReplay = true;
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}
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else
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{
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// 如果没有外部调用的动画,播放默认动画
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if (motionName == "")
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motionName = GetFistSpineAnim();
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// 临时设置isInitializing为false,以便PlayAnimation能正常播放
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isInitializing = false;
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PlayAnimation(motionName, true);
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}
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spineAnimationState.Complete -= OnAnimationComplete;
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spineAnimationState.Complete += OnAnimationComplete;
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isInitialized = true;
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isInitializing = false;
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}
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catch (System.OperationCanceledException)
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{
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// 任务被取消,正常处理
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isInitializing = false;
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}
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finally
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{
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// 减少当前初始化计数器
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lock (initializationLock)
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{
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activeInitializationCount--;
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}
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}
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}
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/// <summary>
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/// 强制立即初始化(用于特殊情况)
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/// </summary>
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public void ForceInitialize(string motionName = "idle")
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{
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if (isInitializing)
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{
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// 设置标志位取消之前的异步任务
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isInitializing = false;
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}
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var skinConfig = HeroSkinConfig.Get(skinID);
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if (skinConfig != null && skeletonGraphic != null)
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{
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skeletonGraphic.initialSkinName = skinConfig.InitialSkinName;
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skeletonGraphic.Initialize(true);
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if (!string.IsNullOrEmpty(skinConfig.InitialSkinName))
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{
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var skeleton = skeletonGraphic.Skeleton;
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skeleton.SetSkin(skinConfig.InitialSkinName);
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skeleton.SetSlotsToSetupPose();
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skeletonGraphic.Update(0);
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}
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skeletonGraphic.enabled = true;
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SetMaterialNone();
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spineAnimationState = skeletonGraphic.AnimationState;
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if (spineAnimationState != null)
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{
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spineAnimationState.Data.DefaultMix = 0f;
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if (string.IsNullOrEmpty(motionName))
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motionName = GetFistSpineAnim();
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PlayAnimation(motionName, true);
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spineAnimationState.Complete -= OnAnimationComplete;
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spineAnimationState.Complete += OnAnimationComplete;
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}
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isInitialized = true;
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isInitializing = false;
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}
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}
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/// <summary>
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/// 检查是否已完成初始化
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/// </summary>
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public bool IsInitialized()
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{
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return isInitialized && !isInitializing;
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}
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}
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