|  |  | 
 |  |  | using System; | 
 |  |  | using Spine.Unity; | 
 |  |  | using UnityEngine; | 
 |  |  | using UnityEngine.Events; | 
 |  |  | using UnityEngine.EventSystems; | 
 |  |  | using UnityEngine.UI; | 
 |  |  |  | 
 |  |  | public class UIHeroController : MonoBehaviour | 
 |  |  | { | 
 |  |  |    private GameObjectPoolManager.GameObjectPool pool; | 
 |  |  | 
 |  |  |    private GameObject instanceGO; | 
 |  |  |  | 
 |  |  |    private Action onComplete; | 
 |  |  |    public void Create(int _skinID, float scale = 1f, Action _onComplete = null) | 
 |  |  |    public void Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false) | 
 |  |  |    { | 
 |  |  |       if (skinID == _skinID) | 
 |  |  |       {  | 
 |  |  |       { | 
 |  |  |          //避免重复创建 | 
 |  |  |          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.RequestPool(UILoader.LoadPrefab("UIHero")); | 
 |  |  | 		 | 
 |  |  |  | 
 |  |  |       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, transform.GetComponent<RectTransform>().sizeDelta.y * 0.5f); | 
 |  |  |          instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent<RectTransform>().sizeDelta.y * 0.5f); | 
 |  |  |  | 
 |  |  |          //instanceGO.transform.localPosition = Vector3.zero; | 
 |  |  |          instanceGO.transform.localScale = Vector3.one; | 
 |  |  | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true); | 
 |  |  |       var skinConfig = HeroSkinConfig.Get(skinID); | 
 |  |  |       skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes); | 
 |  |  |       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.Initialize(true); | 
 |  |  |       this.transform.localScale = Vector3.one * scale; | 
 |  |  |  | 
 |  |  |       spineAnimationState = skeletonGraphic.AnimationState; | 
 |  |  |       PlayAnimation(MotionName.idle, true); | 
 |  |  |       spineAnimationState.Data.DefaultMix = 0f; | 
 |  |  |       if (motionName == "") | 
 |  |  |          motionName = GetFistSpineAnim(); | 
 |  |  |       PlayAnimation(motionName, true); | 
 |  |  |       spineAnimationState.Complete -= OnAnimationComplete; | 
 |  |  |       spineAnimationState.Complete += OnAnimationComplete; | 
 |  |  |    } | 
 |  |  | 
 |  |  |  | 
 |  |  |    protected void OnDestroy() | 
 |  |  |    { | 
 |  |  |         if (spineAnimationState != null) | 
 |  |  |         { | 
 |  |  |             spineAnimationState.Complete -= OnAnimationComplete; | 
 |  |  |         } | 
 |  |  |       if (spineAnimationState != null) | 
 |  |  |       { | 
 |  |  |          spineAnimationState.Complete -= OnAnimationComplete; | 
 |  |  |       } | 
 |  |  |       if (pool != null) | 
 |  |  |          pool.Release(instanceGO); | 
 |  |  |       skeletonGraphic = null; | 
 |  |  |       pool = null; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 播放 Spine 动画 | 
 |  |  |    /// </summary> | 
 |  |  |    /// <param name="motionName">动作名</param> | 
 |  |  |    /// <param name="loop">循环</param> | 
 |  |  |    /// <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> | 
 |  |  |    public virtual void PlayAnimation(string motionName, bool loop = false, bool replay=true) | 
 |  |  |    { | 
 |  |  |       if (spineAnimationState == null) return; | 
 |  |  |  | 
 |  |  |     public virtual void PlayAnimation(MotionName motionName, bool loop = false) | 
 |  |  |     { | 
 |  |  |         if (spineAnimationState == null) return; | 
 |  |  |       if (GetCurrentAnimationName() == motionName && !replay) | 
 |  |  |          return; | 
 |  |  |  | 
 |  |  |         // 直接使用 ToString() 而不是调用 GetAnimationName | 
 |  |  |          spineAnimationState.SetAnimation(0, motionName.ToString(), loop); | 
 |  |  |     } | 
 |  |  |       // 直接使用 ToString() 而不是调用 GetAnimationName | 
 |  |  |       spineAnimationState.SetAnimation(0, motionName.ToString(), loop); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    // 播放第一个动画(作为默认动画) | 
 |  |  |    string GetFistSpineAnim() | 
 |  |  |    { | 
 |  |  |       var skeletonData = skeletonGraphic.Skeleton.Data; | 
 |  |  |       if (skeletonData.Animations.Count > 0) | 
 |  |  |       { | 
 |  |  |          return skeletonData.Animations.Items[0].Name; | 
 |  |  |       } | 
 |  |  |       else | 
 |  |  |       { | 
 |  |  |          Debug.LogError("Spine 数据中没有找到任何动画!武将皮肤:" + skinID); | 
 |  |  |       } | 
 |  |  |       return ""; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 获取当前正在播放的 Spine 动画名称 | 
 |  |  |    /// </summary> | 
 |  |  |    /// <returns>当前动画名称,如果没有动画则返回空字符串</returns> | 
 |  |  |    public string GetCurrentAnimationName() | 
 |  |  |    { | 
 |  |  |       if (spineAnimationState == null || spineAnimationState.GetCurrent(0) == null) | 
 |  |  |       { | 
 |  |  |          return string.Empty; | 
 |  |  |       } | 
 |  |  |       return spineAnimationState.GetCurrent(0).Animation.Name; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 动画完成事件处理 | 
 |  |  | 
 |  |  |    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry) | 
 |  |  |    { | 
 |  |  |       onComplete?.Invoke(); | 
 |  |  |     } | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    //越大越快 | 
 |  |  |    public void SetSpeed(float speed) | 
 |  |  |    { | 
 |  |  |       spineAnimationState.TimeScale = speed; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    public void SetEnabled(bool isEnable) | 
 |  |  |    {  | 
 |  |  |       if (skeletonGraphic == null) | 
 |  |  |       { | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |       skeletonGraphic.enabled = isEnable; | 
 |  |  |    } | 
 |  |  | } |