| | |
| | | using System; |
| | | using Spine.Unity; |
| | | using UnityEngine; |
| | | using UnityEngine.Events; |
| | | using UnityEngine.EventSystems; |
| | | using UnityEngine.UI; |
| | | |
| | | public class UIHeroController : MonoBehaviour |
| | | { |
| | | public void Create(int _skinID, Action _onComplete = null) |
| | | { |
| | | skinID = _skinID; |
| | | onComplete = _onComplete; |
| | | GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"); |
| | | GameObject instanceGO = null; |
| | | if (!transform.gameObject.activeSelf) |
| | | { |
| | | transform.SetActive(true); |
| | | } |
| | | instanceGO = GameObject.Instantiate(battleGO, transform); |
| | | skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true); |
| | | var skinConfig = HeroSkinConfig.Get(skinID); |
| | | skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes + "_SkeletonData"); |
| | | skeletonGraphic.Initialize(true); |
| | | spineAnimationState = skeletonGraphic.AnimationState; |
| | | PlayAnimation(MotionName.idle, true); |
| | | |
| | | spineAnimationState.Complete += OnAnimationComplete; |
| | | } |
| | | private GameObjectPoolManager.GameObjectPool pool; |
| | | private int skinID; |
| | | protected SkeletonGraphic skeletonGraphic; |
| | | |
| | | protected Spine.AnimationState spineAnimationState; |
| | | private GameObject instanceGO; |
| | | |
| | | private Spine.TrackEntry currentTrackEntry; |
| | | private Action onComplete; |
| | | |
| | | |
| | | |
| | | void Destroy() |
| | | 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; |
| | | 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, 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.Initialize(true); |
| | | |
| | | spineAnimationState = skeletonGraphic.AnimationState; |
| | | spineAnimationState.Data.DefaultMix = 0f; |
| | | if (motionName == "") |
| | | motionName = GetFistSpineAnim(); |
| | | PlayAnimation(motionName, true); |
| | | spineAnimationState.Complete -= OnAnimationComplete; |
| | | spineAnimationState.Complete += OnAnimationComplete; |
| | | } |
| | | |
| | | |
| | | public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop = false) |
| | | { |
| | | if (spineAnimationState == null) return null; |
| | | |
| | | // 直接使用 ToString() 而不是调用 GetAnimationName |
| | | currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop); |
| | | return currentTrackEntry; |
| | | |
| | | protected void OnDestroy() |
| | | { |
| | | if (spineAnimationState != null) |
| | | { |
| | | spineAnimationState.Complete -= OnAnimationComplete; |
| | | } |
| | | if (pool != null) |
| | | pool.Release(instanceGO); |
| | | skeletonGraphic = null; |
| | | pool = null; |
| | | } |
| | | |
| | | |
| | | public virtual void PlayAnimation(string motionName, bool loop = false) |
| | | { |
| | | if (spineAnimationState == null) return; |
| | | |
| | | // 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> |
| | |
| | | protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry) |
| | | { |
| | | onComplete?.Invoke(); |
| | | } |
| | | } |
| | | |
| | | } |