| | |
| | | using System; |
| | | using UnityEngine; |
| | | using Spine.Unity; |
| | | using Cysharp.Threading.Tasks; |
| | | |
| | | public class BattleObjectFactory |
| | | { |
| | |
| | | } |
| | | |
| | | // ===== 直接加载资源(非预加载的资源不走缓存系统)===== |
| | | #pragma warning disable CS0618 // Obsolete — sync legacy fallback, async path exists in CreateBattleObjectAsync |
| | | SkeletonDataAsset skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>( |
| | | "Hero/SpineRes/", |
| | | skinCfg.SpineRes |
| | | ); |
| | | #pragma warning restore CS0618 |
| | | |
| | | if (skeletonDataAsset == null) |
| | | { |
| | |
| | | } |
| | | // ============================================== |
| | | |
| | | #pragma warning disable CS0618 |
| | | GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/); |
| | | #pragma warning restore CS0618 |
| | | |
| | | GameObject goParent = posNodeList[teamHero.positionNum]; |
| | | BattleObject battleObject = Produce(teamHero.positionNum, _battleField); |
| | |
| | | return battleObject; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// US2: Async version of CreateBattleObject. |
| | | /// </summary> |
| | | public static async UniTask<BattleObject> CreateBattleObjectAsync(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp) |
| | | { |
| | | var skinCfg = HeroSkinConfig.Get(teamHero.SkinID); |
| | | if (skinCfg == null) |
| | | { |
| | | Debug.LogError($"BattleObjectFactory: skinCfg is null for SkinID {teamHero.SkinID}"); |
| | | return null; |
| | | } |
| | | |
| | | SkeletonDataAsset skeletonDataAsset = await ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>( |
| | | "Hero/SpineRes/", |
| | | skinCfg.SpineRes |
| | | ); |
| | | |
| | | if (skeletonDataAsset == null) |
| | | { |
| | | Debug.LogError($"BattleObjectFactory: Failed to load SkeletonDataAsset for {skinCfg.SpineRes}"); |
| | | return null; |
| | | } |
| | | |
| | | GameObject battleGO = await ResManager.Instance.LoadAssetAsync<GameObject>("Hero/SpineRes", "Hero_001"); |
| | | |
| | | GameObject goParent = posNodeList[teamHero.positionNum]; |
| | | BattleObject battleObject = Produce(teamHero.positionNum, _battleField); |
| | | battleObject.ObjID = teamHero.ObjID; |
| | | |
| | | GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform); |
| | | SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true); |
| | | |
| | | float finalScaleRate = modelScaleRate * teamHero.modelScale; |
| | | |
| | | skeletonAnimation.initialSkinName = skinCfg.InitialSkinName; |
| | | skeletonAnimation.skeletonDataAsset = skeletonDataAsset; |
| | | skeletonAnimation.Initialize(true); |
| | | |
| | | if (!string.IsNullOrEmpty(skinCfg.InitialSkinName)) |
| | | { |
| | | var skeleton = skeletonAnimation.Skeleton; |
| | | skeleton.SetSkin(skinCfg.InitialSkinName); |
| | | skeleton.SetSlotsToSetupPose(); |
| | | skeletonAnimation.Update(0); |
| | | } |
| | | |
| | | realGO.name = battleObject.ObjID.ToString(); |
| | | realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate); |
| | | RectTransform rectTrans = realGO.GetComponent<RectTransform>(); |
| | | rectTrans.anchoredPosition = Vector2.zero; |
| | | |
| | | if (battleObject is HeroBattleObject heroBattleObject) |
| | | { |
| | | heroBattleObject.Init(realGO, teamHero, _Camp); |
| | | } |
| | | |
| | | return battleObject; |
| | | } |
| | | |
| | | public static BattleObject Produce(int positionNum, BattleField battleField) |
| | | { |
| | | if (positionNum >= 0) |