hch
8 天以前 af6e207c6d185ed66125e85e18c02c63bea597f9
Main/System/Battle/Motion/MotionBase.cs
@@ -1,325 +1,350 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity;
using Cysharp.Threading.Tasks;
/// <summary>
/// 角色动画基类,处理所有与动画相关的功能
/// </summary>
public class MotionBase
{
    public static float MotionTimeScale = 2f;
    public static float MotionTimeScale = 1f;
    public static List<string> AttackMotionList = new List<string>
    {
        MotionName.attack.ToString(),
        MotionName.angerSkill.ToString(),
        MotionName.passiveSkill.ToString(),
        MotionName.attack.ToString().ToLower(),
        MotionName.angerSkill.ToString().ToLower(),
        MotionName.passiveSkill.ToString().ToLower(),
    };
    private Dictionary<Spine.TrackEntry, Action> trackEntryCompleteDict = new Dictionary<Spine.TrackEntry, Action>();
    // 动画事件
    private Dictionary<Spine.TrackEntry, Action> trackEntryCallbacks = new Dictionary<Spine.TrackEntry, Action>();
    public Action OnAttackAnimationComplete;
    public Action OnHitAnimationComplete;
    public Action<MotionName> onAnimationComplete;
    private List<Action> runningActions = new List<Action>();
    #region 组件引用
    protected SkeletonGraphic skeletonGraphic;
    protected Spine.AnimationState spineAnimationState;
    public SkeletonAnimation skeletonAnim;
    protected Spine.AnimationState animState;
    protected Spine.Skeleton skeleton;
    #endregion
    #region 动画设置
    // 动画混合时间
    protected float defaultMixDuration = 0f;
    #endregion
    private Spine.TrackEntry currentTrack;
    private SkeletonIllusionShadow illusionShadow;
    private bool playingSkillAnim = false;
    private Spine.TrackEntry currentTrackEntry;
    #region 初始化方法
    /// <summary>
    /// 初始化动画组件
    /// </summary>
    /// <param name="skeletonGraphic">骨骼动画组件</param>
    public virtual void Init(SkeletonGraphic skeletonGraphic)
    public virtual void Init(SkeletonAnimation skelAnim)
    {
        this.skeletonGraphic = skeletonGraphic;
        if (skeletonGraphic != null)
        skeletonAnim = skelAnim;
        if (skeletonAnim == null)
        {
            spineAnimationState = skeletonGraphic.AnimationState;
            spineAnimationState.TimeScale = MotionTimeScale;
            skeletonGraphic.timeScale = MotionTimeScale;
            skeleton = skeletonGraphic.Skeleton;
            // 设置动画混合时间
            if (spineAnimationState != null)
            {
                spineAnimationState.Data.DefaultMix = defaultMixDuration;
            }
            // 播放默认动画
            PlayAnimation(MotionName.idle, true);
            // 设置动画事件监听
            SetupAnimationHandlers();
            BattleDebug.LogError("缺少SkeletonGraphic组件!");
            return;
        }
        else
        {
            Debug.LogError("缺少SkeletonGraphic组件!");
        }
        animState = skeletonAnim.AnimationState;
        animState.TimeScale = MotionTimeScale;
        skeletonAnim.timeScale = MotionTimeScale;
        skeleton = skeletonAnim.Skeleton;
        if (animState != null)
            animState.Data.DefaultMix = defaultMixDuration;
        PlayAnimation(MotionName.idle, true);
        SetupAnimationHandlers();
        
        if (skelAnim.gameObject != null)
            illusionShadow = skelAnim.gameObject.AddMissingComponent<SkeletonIllusionShadow>();
    }
    
    public virtual void Release()
    {
        if (spineAnimationState != null)
        trackEntryCallbacks.Clear();
        if (animState != null)
        {
            spineAnimationState.Complete -= OnAnimationComplete;
            spineAnimationState.ClearTracks();
            spineAnimationState = null;
            animState.Complete -= OnAnimationComplete;
            animState.ClearTracks();
            animState = null;
        }
        skeletonGraphic = null;
        skeletonAnim = null;
        skeleton = null;
        currentTrackEntry = null;
        currentTrack = null;
        playingSkillAnim = false;
    }
    #endregion
    #region 动画控制
    /// <summary>
    /// 播放指定动画
    /// </summary>
    /// <param name="motionName">动画枚举</param>
    /// <param name="loop">是否循环</param>
    /// <param name="_onComplete">动画播放完成回调</param>
    /// <returns>动画轨道条目</returns>
    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action _onComplete = null)
    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action onComplete = null)
    {
        if (spineAnimationState == null) return null;
        if (playingSkillAnim || animState == null) return null;
        // 如果当前动画未完成
        if (currentTrackEntry != null && !currentTrackEntry.IsComplete)
        if (currentTrack != null && !currentTrack.IsComplete && trackEntryCallbacks.TryGetValue(currentTrack, out var prevCallback))
        {
            if (trackEntryCompleteDict.TryGetValue(currentTrackEntry, out var __onComplete))
            {
                __onComplete?.Invoke();
                trackEntryCompleteDict.Remove(currentTrackEntry);
            }
            currentTrackEntry = null;
            trackEntryCallbacks.Remove(currentTrack);
            prevCallback?.Invoke();
            currentTrack = null;
        }
        // 直接使用 ToString() 而不是调用 GetAnimationName
        currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
        currentTrack = animState.SetAnimation(0, motionName.ToString(), loop);
        if (onComplete != null && currentTrack != null)
            trackEntryCallbacks[currentTrack] = onComplete;
        // 绑定回调
        if (_onComplete != null && currentTrackEntry != null)
        {
            trackEntryCompleteDict[currentTrackEntry] = _onComplete;
        }
        return currentTrackEntry;
        return currentTrack;
    }
    public Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, Action onComplete = null, Action onBeginPhaseEnd = null, Action onActivePhaseEnd = null)
    private void AddAction(Action action) => runningActions.Add(action);
    private void RemoveAction(Action action) => runningActions.Remove(action);
    public Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isSubSkill, Action onComplete = null)
    {
        if (skillConfig == null)
        {
            Debug.LogError("技能配置为空,无法播放技能动画");
            return null;
        }
        if (animState == null || skeleton == null)
        {
            Debug.LogError("SkeletonGraphic或AnimationState未初始化,无法播放技能动画");
            return null;
        }
        return PlayAnimation(skillConfig.SkillMotionName, skillConfig.StartupFrames, skillConfig.ActiveFrames, skillConfig.LoopCount,
            onComplete, onBeginPhaseEnd, onActivePhaseEnd);
        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
        {
            PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
            return null;
        }
        Spine.Animation targetAnim = FindAnim(skillConfig.SkillMotionName);
        if (targetAnim == null)
        {
            skillBase.ForceFinished();
            return null;
        }
        return ExecuteSkillAnim(skillConfig, skillBase, onComplete, targetAnim, true, isSubSkill);
    }
    public virtual Spine.TrackEntry PlayAnimation(
            string animationName,
            int loopBeginFrame,
            int loopEndFrame,
            int loopTimes,
            Action _onComplete = null,
            Action onBeginPhaseEnd = null,    // 前摇结束回调
            Action onActivePhaseEnd = null    // 中摇结束回调
        )
    private Spine.TrackEntry ExecuteSkillAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete,
        Spine.Animation targetAnim, bool hasAnim, bool isSubSkill)
    {
        if (spineAnimationState == null || skeleton == null) return null;
        int loopCount = skillConfig.LoopCount;
        int[] activeFrames = skillConfig.ActiveFrames ?? new int[0];
        int frameCount = activeFrames.Length;
        float recoveryFrame = skillConfig.RecoveryFrames;
        var anim = skeleton.Data.FindAnimation(animationName);
        if (anim == null) return null;
        float fps = BattleConst.skillMotionFps;
        float beginTime = loopBeginFrame / fps;
        float endTime = loopEndFrame / fps;
        currentTrackEntry = spineAnimationState.SetAnimation(0, anim, false);
        int curLoop = 0;
        bool finished = false;
        bool beginPhaseTriggered = false;
        Spine.Unity.UpdateBonesDelegate updateLocalHandler = null;
        updateLocalHandler = (ISkeletonAnimation animated) =>
        Spine.TrackEntry skillTrack = null;
        if (hasAnim)
        {
            if (finished) return;
            var entry = currentTrackEntry;
            if (entry == null || entry.Animation != anim)
            skillTrack = animState.SetAnimation(0, targetAnim, false);
            currentTrack = skillTrack;
        }
        playingSkillAnim = true;
        int currentLoop = 0, triggerCount = 0, failCount = 0;
        bool beginTriggered = false, finalStarted = false, finalEnded = false, middleStarted = false;
        bool[] triggeredFrames = new bool[frameCount];
        float startTime = hasAnim ? 0 : Time.time;
        skillBase.OnSkillStart();
        Action frameHandler = null;
        frameHandler = () =>
        {
            if (skillBase.IsFinished())
            {
                skeletonGraphic.UpdateLocal -= updateLocalHandler;
                playingSkillAnim = false;
                RemoveAction(frameHandler);
                return;
            }
            // 前摇结束(只触发一次)
            if (!beginPhaseTriggered && entry.TrackTime >= beginTime)
            {
                beginPhaseTriggered = true;
                onBeginPhaseEnd?.Invoke();
            }
            float currentFrame = 0f;
            if (BattleConst.skillMotionFps > 0)
                currentFrame = hasAnim ? (skillTrack.TrackTime * skillTrack.TimeScale * BattleConst.skillMotionFps) : ((Time.time - startTime) * MotionTimeScale * BattleConst.skillMotionFps);
            // 中摇结束(每次到endTime都触发)
            if (entry.TrackTime >= endTime)
            if (hasAnim)
            {
                onActivePhaseEnd?.Invoke();
                curLoop++;
                if (curLoop >= loopTimes)
                if (currentTrack != skillTrack)
                {
                    finished = true;
                    skeletonGraphic.UpdateLocal -= updateLocalHandler;
                    _onComplete?.Invoke();
                    Debug.LogError("技能动画被打断,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    return;
                }
                entry.TrackTime = beginTime;
                beginPhaseTriggered = false; // 重置,下一轮前摇可再次触发
                if (skillTrack.TrackTime == 0) failCount++;
                if (failCount > 100)
                {
                    Debug.LogError("技能动画播放失败,强制结束 " + skillConfig.SkillID);
                    skillBase.ForceFinished();
                    RemoveAction(frameHandler);
                    playingSkillAnim = false;
                    return;
                }
            }
            if (!beginTriggered && currentFrame >= skillConfig.StartupFrames && currentLoop == 0)
            {
                beginTriggered = true;
                skillBase.OnStartSkillFrameEnd();
            }
            if (!middleStarted && currentFrame >= skillConfig.StartupFrames && currentLoop <= loopCount)
            {
                middleStarted = true;
                skillBase.OnMiddleFrameStart(currentLoop);
            }
            for (int i = 0; i < frameCount && i < triggeredFrames.Length; i++)
            {
                if (!triggeredFrames[i] && currentFrame >= activeFrames[i])
                {
                    skillBase.OnMiddleFrameEnd(currentLoop, triggerCount++);
                    triggeredFrames[i] = true;
                }
            }
            bool allTriggered = Array.TrueForAll(triggeredFrames, x => x);
            if (allTriggered && currentLoop < loopCount)
            {
                currentLoop++;
                Array.Clear(triggeredFrames, 0, frameCount);
                middleStarted = false;
                if (currentLoop < loopCount)
                {
                    if (BattleConst.skillMotionFps > 0)
                    {
                        if (hasAnim)
                            skillTrack.TrackTime = skillConfig.StartupFrames / BattleConst.skillMotionFps;
                        else
                            startTime = Time.time - (skillConfig.StartupFrames / BattleConst.skillMotionFps);
                    }
                    beginTriggered = false;
                }
                else
                {
                    finalStarted = false;
                    finalEnded = false;
                }
            }
            if (currentLoop >= loopCount)
            {
                if (!finalStarted && currentFrame >= recoveryFrame)
                {
                    finalStarted = true;
                    skillBase.OnFinalFrameStart();
                }
                if (finalStarted && !finalEnded && currentFrame >= recoveryFrame)
                {
                    finalEnded = true;
                    if (!isSubSkill)
                    {
                        playingSkillAnim = false;
                    }
                    RemoveAction(frameHandler);
                    onComplete?.Invoke();
                    skillBase.OnFinalFrameEnd();
                }
            }
        };
        skeletonGraphic.UpdateLocal += updateLocalHandler;
        if (_onComplete != null && currentTrackEntry != null)
        AddAction(frameHandler);
        return skillTrack;
    }
    private Spine.Animation FindAnim(string animName)
    {
        if (string.IsNullOrEmpty(animName)) return null;
        Spine.Animation targetAnim = skeleton.Data.FindAnimation(animName);
        if (targetAnim == null && skeleton.Data.Animations != null)
        {
            trackEntryCompleteDict[currentTrackEntry] = _onComplete;
            for (int i = 0; i < skeleton.Data.Animations.Count; i++)
            {
                var anim = skeleton.Data.Animations.Items[i];
                if (anim?.Name != null && anim.Name.ToLower() == animName.ToLower())
                {
                    targetAnim = anim;
                    break;
                }
            }
        }
        return currentTrackEntry;
        if (targetAnim == null)
            Debug.LogError($"找不到动画: {animName}");
        return targetAnim;
    }
    /// <summary>
    /// 设置动画事件监听
    /// </summary>
    private void PlaySkillNoAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete, bool isSubSkill) =>
        ExecuteSkillAnim(skillConfig, skillBase, onComplete, null, false, isSubSkill);
    protected virtual void SetupAnimationHandlers()
    {
        if (spineAnimationState == null) return;
        // 监听动画完成事件
        spineAnimationState.Complete += OnAnimationComplete;
        if (animState != null)
            animState.Complete += OnAnimationComplete;
    }
    /// <summary>
    /// 动画完成事件处理
    /// </summary>
    protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
    {
        string animation = trackEntry.Animation.Name;
        if (trackEntry?.Animation?.Name == null) return;
        string animName = trackEntry.Animation.Name.ToLower();
        // 攻击动画完成后恢复到待机状态
        if (AttackMotionList.Contains(animation))
        if (AttackMotionList.Contains(animName))
        {
            OnAttackAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        // 受伤动画完成后恢复到待机状态 可能触发多次 因为有多段攻击的存在
        else if (animation == MotionName.hit.ToString())
        else if (animName == MotionName.hit.ToString().ToLower())
        {
            OnHitAnimationComplete?.Invoke();
            PlayAnimation(MotionName.idle, true);
        }
        onAnimationComplete?.Invoke((MotionName)Enum.Parse(typeof(MotionName), animation));
        
        // 只调用本次TrackEntry的回调
        if (trackEntryCompleteDict.TryGetValue(trackEntry, out var cb))
        if (trackEntryCallbacks.TryGetValue(trackEntry, out var callback))
        {
            cb?.Invoke();
            trackEntryCompleteDict.Remove(trackEntry);
            trackEntryCallbacks.Remove(trackEntry);
            callback?.Invoke();
        }
    }
    public void Test(string animationName, int beginFrame, int activeFrame, int endFrame, int activeFrameLoopCount)
    {
        // 要处理前摇beginFrame 后摇endFrame 中摇activeFrame
        // 中摇是有多次的activeFrameLoopCount
        var state = spineAnimationState;
        var anim = skeleton.Data.FindAnimation(animationName);
        // 设定你要循环的区间(单位:秒)
        float loopStart = 0.5f;
        float loopEnd = 1.2f;
        // 播放动画
        state.SetAnimation(0, anim, true);
        // state.GetCurrent(0).TrackTime = loopStart;
        int curFrame = 0;
        skeletonGraphic.UpdateLocal += (skeletonAnim) =>
        {
            // if (curFrame == beginFrame)
            // {
            //     OnBeginFrame?.Invoke();
            // }
            // else if (curFrame == activeFrame)
            // {
            //     OnActiveFrame?.Invoke();
            // }
            // else if (curFrame == endFrame)
            // {
            //     OnEndFrame?.Invoke();
            // }
            // var trackEntry = state.GetCurrent(0);
            // if (trackEntry != null && trackEntry.Animation == anim)
            // {
            //     if (trackEntry.TrackTime > loopEnd)
            //     {
            //         // 回到loopStart,实现区间循环
            //         trackEntry.TrackTime = loopStart;
            //     }
            // }
        };
    }
    public virtual void Run()
    {
        for (int i = runningActions.Count - 1; i >= 0; i--)
            runningActions[i]?.Invoke();
        illusionShadow?.Run();
    }
    public virtual void Pause()
    {
        spineAnimationState.TimeScale = 0f;
        skeletonGraphic.timeScale = 0f;
        if (animState != null) animState.TimeScale = 0f;
        if (skeletonAnim != null) skeletonAnim.timeScale = 0f;
    }
    public virtual void Resume()
    {
        spineAnimationState.TimeScale = MotionTimeScale;
        skeletonGraphic.timeScale = MotionTimeScale;
        if (animState != null) animState.TimeScale = MotionTimeScale;
        if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale;
    }
    #endregion
    public void HaveRest()
    {
        trackEntryCallbacks.Clear();
        runningActions.Clear();
        playingSkillAnim = false;
        PlayAnimation(MotionName.idle, true);
    }
    public void SetSpeedRatio(float ratio)
    {
        MotionTimeScale = ratio;
        if (animState != null) animState.TimeScale = ratio;
        if (skeletonAnim != null) skeletonAnim.timeScale = ratio;
    }
    public void ShowIllusionShadow(bool isVisible)
    {
        if (illusionShadow != null)
        {
            illusionShadow.SetSkeletonAnimation(skeletonAnim);
            illusionShadow.Show(isVisible);
        }
    }
}