using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine.Unity;
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using Cysharp.Threading.Tasks;
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/// <summary>
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/// 角色动画基类,处理所有与动画相关的功能
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/// </summary>
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public class MotionBase
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{
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public class WaitingTask
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{
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public List<int> triggerFrame;
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public MotionName motionName;
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public int currentFrame;
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public Action<MotionName, int> callback;
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public WaitingTask(List<int> triggerFrame, MotionName motionName, Action<MotionName, int> _callback)
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{
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this.triggerFrame = new List<int>(triggerFrame);
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this.motionName = motionName;
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this.currentFrame = 0;
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this.callback = _callback;
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}
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public bool IsFinished()
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{
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return triggerFrame.Count <= 0;
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}
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public void Run()
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{
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if (triggerFrame.Count > 0)
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{
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currentFrame ++;
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if (currentFrame >= triggerFrame[0])
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{
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int frame = triggerFrame[0];
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triggerFrame.RemoveAt(0);
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callback?.Invoke(motionName, frame);
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}
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}
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}
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}
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// 动画事件
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public Action OnAttackAnimationComplete;
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public Action OnHitAnimationComplete;
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public Action<MotionName> OnOtherAnimationComplete;
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public Action<int> OnAttackHitEvent; //trigger index
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#region 组件引用
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protected SkeletonGraphic skeletonGraphic;
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protected Spine.AnimationState spineAnimationState;
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protected Spine.Skeleton skeleton;
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#endregion
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#region 动画设置
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// 动画混合时间
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protected float defaultMixDuration = 0f;
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#endregion
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protected List<WaitingTask> waitingTaskList = new List<WaitingTask>();
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protected List<WaitingTask> removeList = new List<WaitingTask>();
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private Spine.TrackEntry currentTrackEntry;
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#region 初始化方法
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/// <summary>
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/// 初始化动画组件
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/// </summary>
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/// <param name="skeletonGraphic">骨骼动画组件</param>
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public virtual void Init(SkeletonGraphic skeletonGraphic)
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{
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this.skeletonGraphic = skeletonGraphic;
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if (skeletonGraphic != null)
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{
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spineAnimationState = skeletonGraphic.AnimationState;
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skeleton = skeletonGraphic.Skeleton;
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// 设置动画混合时间
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if (spineAnimationState != null)
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{
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spineAnimationState.Data.DefaultMix = defaultMixDuration;
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}
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// 播放默认动画
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PlayAnimation(MotionName.idle, true);
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// 设置动画事件监听
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SetupAnimationHandlers();
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}
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else
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{
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Debug.LogError("缺少SkeletonGraphic组件!");
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}
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}
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public virtual void Release()
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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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spineAnimationState.ClearTracks();
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spineAnimationState = null;
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}
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skeletonGraphic = null;
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skeleton = null;
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currentTrackEntry = null;
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waitingTaskList.Clear();
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removeList.Clear();
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}
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#endregion
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#region 动画控制
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/// <summary>
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/// 播放指定动画
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/// </summary>
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/// <param name="motionName">动画枚举</param>
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/// <param name="loop">是否循环</param>
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/// <returns>动画轨道条目</returns>
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public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop)
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{
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if (spineAnimationState == null) return null;
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// 直接使用 ToString() 而不是调用 GetAnimationName
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currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
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return currentTrackEntry;
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}
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/// <summary>
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/// 设置动画事件监听
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/// </summary>
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protected virtual void SetupAnimationHandlers()
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{
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if (spineAnimationState == null) return;
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// 监听动画完成事件
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spineAnimationState.Complete += OnAnimationComplete;
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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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string animation = trackEntry.Animation.Name;
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// 攻击动画完成后恢复到待机状态
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if (animation == MotionName.attack.ToString() ||
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animation == MotionName.angerSkill.ToString())
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{
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OnAttackAnimationComplete?.Invoke();
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PlayAnimation(MotionName.idle, true);
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}
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// 受伤动画完成后恢复到待机状态
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else if (animation == MotionName.hit.ToString())
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{
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OnHitAnimationComplete?.Invoke();
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PlayAnimation(MotionName.idle, true);
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}
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else
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{
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OnOtherAnimationComplete?.Invoke((MotionName)Enum.Parse(typeof(MotionName), animation));
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}
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}
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/// <summary>
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/// 动画事件处理
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/// </summary>
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protected virtual void OnTriggerHitEvent(MotionName motionName, int hitIndex)
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{
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OnAttackHitEvent?.Invoke(hitIndex);
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}
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// 拓展了播放动画方法,添加了触发帧的功能,在攻击动画中多段攻击的触发帧
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// 例如:攻击动画有三段,第一段攻击在第1帧触发,第二段攻击在第10帧触发,第三段攻击在第20帧触发
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// 那么triggerFrame就应该是[1, 10, 20]
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public virtual void PlayAnimationEx(MotionName motionName, bool loop, List<int> triggerFrame = null)
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{
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PlayAnimation(motionName, loop);
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if (triggerFrame != null && triggerFrame.Count >= 0)
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{
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AddWaitingTask(triggerFrame, motionName);
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}
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}
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protected void AddWaitingTask(List<int> triggerFrame, MotionName motionName)
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{
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if (triggerFrame != null && triggerFrame.Count > 0)
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{
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WaitingTask waitingTask = new WaitingTask(triggerFrame, motionName, OnTriggerHitEvent);
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waitingTaskList.Add(waitingTask);
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}
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}
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public virtual void Run()
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{
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foreach (WaitingTask waitingTask in waitingTaskList)
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{
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waitingTask.Run();
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if (waitingTask.IsFinished())
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{
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removeList.Add(waitingTask);
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}
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}
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foreach (WaitingTask waitingTask in removeList)
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{
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waitingTaskList.Remove(waitingTask);
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}
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removeList.Clear();
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}
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public virtual void Pause()
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{
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if (currentTrackEntry != null)
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currentTrackEntry.TimeScale = 0f;
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}
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public virtual void Resume()
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{
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if (currentTrackEntry != null)
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currentTrackEntry.TimeScale = 1f;
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}
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#endregion
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}
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