lcy
2025-11-05 3b2a6bb9047cfce9f501593b3669a9c1af6c5df4
Main/System/Battle/Motion/MotionBase.cs
@@ -23,6 +23,12 @@
    protected Spine.Skeleton skeleton;
    protected float defaultMixDuration = 0f;
    private Spine.TrackEntry currentTrack;
    private Dictionary<int, Spine.TrackEntry> activeSkillTracks = new Dictionary<int, Spine.TrackEntry>();
    // 子技能轨道池管理(在Init中初始化,不要在这里初始化)
    private Queue<int> availableSubTracks;
    private Dictionary<SkillBase, int> subSkillTrackMap = new Dictionary<SkillBase, int>();
    private SkeletonIllusionShadow illusionShadow;
    private bool playingSkillAnim = false;
@@ -51,6 +57,11 @@
        if (animState != null)
            animState.Data.DefaultMix = defaultMixDuration;
        // 初始化子技能轨道池
        availableSubTracks = new Queue<int>();
        for (int i = 1; i <= 8; i++)
            availableSubTracks.Enqueue(i);
        PlayAnimation(MotionName.idle, true);
        SetupAnimationHandlers();
        
@@ -61,6 +72,9 @@
    public virtual void Release()
    {
        trackEntryCallbacks.Clear();
        activeSkillTracks.Clear();
        availableSubTracks?.Clear();
        subSkillTrackMap.Clear();
        if (animState != null)
        {
            animState.Complete -= OnAnimationComplete;
@@ -107,6 +121,7 @@
            return null;
        }
        // 如果没有动画名称,使用无动画模式
        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
        {
            PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
@@ -133,11 +148,47 @@
        int frameCount = activeFrames.Length;
        float recoveryFrame = skillConfig.RecoveryFrames;
        // 轨道分配策略:主技能用 track 0,子技能从轨道池分配
        int trackIndex = 0;
        if (isSubSkill)
        {
            if (availableSubTracks != null && availableSubTracks.Count > 0)
            {
                trackIndex = availableSubTracks.Dequeue();
                subSkillTrackMap[skillBase] = trackIndex;
            }
            else
            {
                // 轨道池耗尽或未初始化,回退到无动画模式
                Debug.LogWarning($"子技能轨道池已满或未初始化,技能{skillConfig.SkillID}使用无动画模式");
                PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
                return null;
            }
        }
        Spine.TrackEntry skillTrack = null;
        if (hasAnim)
        {
            skillTrack = animState.SetAnimation(0, targetAnim, false);
            currentTrack = skillTrack;
            skillTrack = animState.SetAnimation(trackIndex, targetAnim, false);
            if (null == skillTrack)
            {
                Debug.LogError($"技能 {skillConfig.SkillID} 动画设置失败");
                // 如果是子技能且分配了轨道,需要回收
                if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                {
                    if (availableSubTracks != null)
                        availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
                    subSkillTrackMap.Remove(skillBase);
                }
                return null;
            }
            // 只有主技能才更新 currentTrack
            if (!isSubSkill)
                currentTrack = skillTrack;
            activeSkillTracks[trackIndex] = skillTrack;
        }
        
        playingSkillAnim = true;
@@ -149,7 +200,7 @@
        // 新增:记录技能开始时的 pausedAccumulated 基线,用于后续计算该技能自身的暂停时长
        float pausedAccumulatedAtStart = pausedAccumulated;
        // startTime 表示技能“本地逻辑时间”的起点(以 Time.time 为基准)
        // startTime 表示技能"本地逻辑时间"的起点(以 Time.time 为基准)
        float startTime = hasAnim ? 0f : Time.time;
        skillBase.OnSkillStart();
@@ -160,7 +211,24 @@
            if (skillBase.IsFinished())
            {
                // 清理并退出(保证状态一致)
                playingSkillAnim = false;
                if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
                {
                    if (activeSkillTracks[trackIndex] == skillTrack)
                        activeSkillTracks.Remove(trackIndex);
                }
                // 回收子技能轨道
                if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                {
                    if (availableSubTracks != null)
                        availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
                    subSkillTrackMap.Remove(skillBase);
                }
                // 只有当没有其他活跃技能时才复位 playingSkillAnim
                if (activeSkillTracks.Count == 0)
                    playingSkillAnim = false;
                RemoveAction(frameHandler);
                return;
            }
@@ -173,7 +241,7 @@
            }
            else
            {
                // 使用 pausedAccumulatedAtStart 来计算“这个技能自开始以来的暂停总时长”
                // 使用 pausedAccumulatedAtStart 来计算"这个技能自开始以来的暂停总时长"
                float adjustedTime = Time.time;
                float thisSkillPaused = pausedAccumulated - pausedAccumulatedAtStart;
                if (thisSkillPaused < 0f) thisSkillPaused = 0f; // 保险防护
@@ -186,14 +254,25 @@
            if (hasAnim)
            {
                if (currentTrack != skillTrack)
                // 检查当前轨道是否被新技能覆盖
                if (!activeSkillTracks.ContainsKey(trackIndex) || activeSkillTracks[trackIndex] != skillTrack)
                {
                    Debug.LogError("技能动画被打断,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    // 清理并确保状态复位
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    // 回收子技能轨道
                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                    {
                        if (availableSubTracks != null)
                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
                        subSkillTrackMap.Remove(skillBase);
                    }
                    if (activeSkillTracks.Count == 0)
                        playingSkillAnim = false;
                    return;
                }
@@ -203,7 +282,19 @@
                    Debug.LogError("技能动画播放失败,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    if (activeSkillTracks.ContainsKey(trackIndex))
                        activeSkillTracks.Remove(trackIndex);
                    // 回收子技能轨道
                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                    {
                        if (availableSubTracks != null)
                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
                        subSkillTrackMap.Remove(skillBase);
                    }
                    if (activeSkillTracks.Count == 0)
                        playingSkillAnim = false;
                    return;
                }
            }
@@ -273,8 +364,24 @@
                {
                    finalEnded = true;
                    // 一定要把 playingSkillAnim 复位(无论是否是子技能),否则可能导致后续动画被拦截
                    playingSkillAnim = false;
                    // 清理技能轨道
                    if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
                    {
                        if (activeSkillTracks[trackIndex] == skillTrack)
                            activeSkillTracks.Remove(trackIndex);
                    }
                    // 回收子技能轨道
                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                    {
                        if (availableSubTracks != null)
                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
                        subSkillTrackMap.Remove(skillBase);
                    }
                    // 只有当没有其他活跃技能时才复位 playingSkillAnim
                    if (activeSkillTracks.Count == 0)
                        playingSkillAnim = false;
                    RemoveAction(frameHandler);
                    onComplete?.Invoke();
@@ -402,6 +509,18 @@
    {
        trackEntryCallbacks.Clear();
        runningActions.Clear();
        activeSkillTracks.Clear();
        // 重置子技能轨道池
        if (availableSubTracks == null)
            availableSubTracks = new Queue<int>();
        else
            availableSubTracks.Clear();
        subSkillTrackMap.Clear();
        for (int i = 1; i <= 8; i++)
            availableSubTracks.Enqueue(i);
        playingSkillAnim = false;
        PlayAnimation(MotionName.idle, true);
    }