yyl
2026-02-11 3f2cd27c5dfb3b450245bf1a37fc1b3414031c7c
Main/System/Hero/UIHeroController.cs
@@ -1,5 +1,6 @@
using System;
using Cysharp.Threading.Tasks;
using Spine.Unity;
using UnityEngine;
using UnityEngine.UI;
@@ -150,6 +151,143 @@
      spineAnimationState.Complete += OnAnimationComplete;
   }
   public async UniTask CreateAsync(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.Contains("SkeletonData"))
               {
                  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.Contains("SkeletonData"))
         {
            //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(await UILoader.LoadPrefabAsync("UIHero"));
      if (this == null) return;
      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;
      }
      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);
      }
      skeletonGraphic.enabled = true;
      SetMaterialNone();
      spineAnimationState = skeletonGraphic.AnimationState;
      spineAnimationState.Data.DefaultMix = 0f;
      if (motionName == "")
         motionName = GetFistSpineAnim();
      PlayAnimation(motionName, true);
      spineAnimationState.Complete -= OnAnimationComplete;
      spineAnimationState.Complete += OnAnimationComplete;
   }