| | |
| | | using Spine; |
| | | using UnityEngine.UI; |
| | | |
| | | // 特效播放器,对象池管理:unity特效和spine特效都是做好的预制体 |
| | | // unity特效预制体是特效师在制作的时候生成的,unity特效约定挂载设置播放时长脚本 |
| | | // spine特效是特效师制作的动画文件可直接加载用,制作成预制体可增加BoneFollower之类的进行逻辑处理 |
| | | // 非UI特效使用,UI特效UIEffectPlayer继承EffectPlayer,后续如果逻辑冲突大则不用继承 |
| | | public class EffectPlayer : MonoBehaviour |
| | | { |
| | | public int effectId; |
| | | [SerializeField] |
| | | private int m_EffectID; |
| | | public int effectId |
| | | { |
| | | get |
| | | { |
| | | return m_EffectID; |
| | | } |
| | | set |
| | | { |
| | | if (value != m_EffectID) |
| | | { |
| | | isInit = false; |
| | | m_EffectID = value; |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | | public EffectConfig effectConfig; |
| | | |
| | | public Action<EffectPlayer> onDestroy; |
| | | |
| | | public float speedRate = 1f; |
| | | |
| | | |
| | | |
| | | |
| | | [Header("播放完毕立即回收")] |
| | | public bool isReleaseImmediately = true; //界面特效一般不需要自我销毁,跟随界面或者父对象销毁就行 |
| | | |
| | | public Action<EffectPlayer> onDestroy; |
| | | |
| | | [HideInInspector] public Canvas canvas = null; |
| | | |
| | |
| | | protected List<Renderer> rendererList = new List<Renderer>(); |
| | | |
| | | protected SkeletonGraphic spineComp; |
| | | protected Spine.AnimationState spineAnimationState; |
| | | |
| | | protected void Start() |
| | | public GameObjectPoolManager.GameObjectPool pool; |
| | | |
| | | public Action onComplete; |
| | | |
| | | protected virtual void OnEnable() |
| | | { |
| | | ReStart(); |
| | | if (spineComp != null) |
| | | { |
| | | //隐藏,会有静态显示问题 |
| | | spineComp.enabled = false; |
| | | } |
| | | } |
| | | |
| | | protected void InitCompnent() |
| | | protected void InitComponent(bool showLog = true) |
| | | { |
| | | if (effectId <= 0) |
| | | { |
| | | effectConfig = null; |
| | | Debug.LogError("EffectPlayer effectId is not set"); |
| | | #if UNITY_EDITOR |
| | | if (showLog) |
| | | { |
| | | Debug.LogError("EffectPlayer effectId is not set"); |
| | | UnityEditor.Selection.activeGameObject = gameObject; |
| | | UnityEditor.EditorGUIUtility.PingObject(gameObject); |
| | | } |
| | | #endif |
| | | return; |
| | | } |
| | |
| | | |
| | | if (null == effectConfig) |
| | | { |
| | | Debug.LogError("could not find effect config, effect id is " + effectId); |
| | | #if UNITY_EDITOR |
| | | Debug.LogError("could not find effect config, effect id is " + effectId); |
| | | UnityEditor.Selection.activeGameObject = gameObject; |
| | | UnityEditor.EditorGUIUtility.PingObject(gameObject); |
| | | #endif |
| | |
| | | } |
| | | |
| | | |
| | | Clear(); |
| | | return; |
| | | } |
| | | |
| | | protected virtual void Clear() |
| | | { |
| | | particleList.Clear(); |
| | | animatorList.Clear(); |
| | | rendererList.Clear(); |
| | | spineComp = null; |
| | | |
| | | if (effectConfig.isSpine != 0) |
| | | { |
| | | spineComp = gameObject.GetComponentInChildren<SkeletonGraphic>(true); |
| | | } |
| | | else |
| | | { |
| | | // 收集组件 |
| | | particleList.AddRange(gameObject.GetComponentsInChildren<ParticleSystem>(true)); |
| | | animatorList.AddRange(gameObject.GetComponentsInChildren<Animator>(true)); |
| | | } |
| | | rendererList.AddRange(gameObject.GetComponentsInChildren<Renderer>(true)); |
| | | pool = null; |
| | | } |
| | | |
| | | public void Stop() |
| | | public virtual void Stop() |
| | | { |
| | | if (null != effectTarget) |
| | | { |
| | | DestroyImmediate(effectTarget); |
| | | // 如果使用了特效预制体池,则归还到池中 |
| | | if (pool != null) |
| | | { |
| | | pool.Release(effectTarget); |
| | | } |
| | | effectTarget = null; |
| | | } |
| | | |
| | | isInit = false; |
| | | |
| | | particleList.Clear(); |
| | | animatorList.Clear(); |
| | | rendererList.Clear(); |
| | | spineComp = null; |
| | | Clear(); |
| | | onComplete?.Invoke(); |
| | | } |
| | | |
| | | public void Play() |
| | | { |
| | | ReStart(); |
| | | } |
| | | |
| | | |
| | | protected void ReStart() |
| | | public virtual void Play(bool showLog = true) |
| | | { |
| | | if (!isInit) |
| | | { |
| | | InitComponent(showLog); |
| | | isInit = true; |
| | | InitCompnent(); |
| | | } |
| | | else |
| | | { |
| | | //避免重复创建 |
| | | if (!this.gameObject.activeSelf) |
| | | { |
| | | this.gameObject.SetActive(true); |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (EffectMgr.Instance.IsNotShowBySetting(effectId)) |
| | | if (EffectMgr.IsNotShowBySetting(effectId)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | if (null != effectTarget) |
| | | { |
| | | DestroyImmediate(effectTarget); |
| | | if (pool != null) |
| | | pool.Release(effectTarget); |
| | | effectTarget = null; |
| | | } |
| | | |
| | | // YYL TODO |
| | | // 在这里考虑用池的话可能走配置好一点 原本的是无论如何都走池 但是实际上有些特效并不需要 |
| | | if (!this.gameObject.activeSelf) |
| | | { |
| | | this.gameObject.SetActive(true); |
| | | } |
| | | |
| | | // 加载特效资源 |
| | | PlayerEffect(true); |
| | | |
| | | } |
| | | |
| | | |
| | | protected virtual void PlaySpineEffect() |
| | | { |
| | | spineComp = gameObject.GetComponentInChildren<SkeletonGraphic>(true); |
| | | spineComp.raycastTarget = false; |
| | | spineComp.Initialize(true); |
| | | spineAnimationState = spineComp.AnimationState; |
| | | spineAnimationState.Complete -= OnSpineAnimationComplete; |
| | | spineAnimationState.Complete += OnSpineAnimationComplete; |
| | | |
| | | // 外层控制具体播放哪个动画 |
| | | spineComp.enabled = true; |
| | | |
| | | return; |
| | | } |
| | | |
| | | protected virtual void PlayerEffect(bool playSpine) |
| | | { |
| | | var effectPrefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectConfig.packageName, effectConfig.fxName); |
| | | if (effectPrefab == null) |
| | | { |
| | |
| | | return; |
| | | } |
| | | |
| | | // 实例化特效 |
| | | effectTarget = Instantiate(effectPrefab, transform); |
| | | if (effectConfig.isSpine == 0) |
| | | { |
| | | //unity特效 判断预制体是否挂载EffectTime |
| | | var timeObj = effectPrefab.GetComponent<EffectTime>(); |
| | | if (null == timeObj) |
| | | { |
| | | Debug.LogError($"{effectPrefab.name}预制体没有挂载EffectTime"); |
| | | return; |
| | | } |
| | | } |
| | | |
| | | // 从特效预制体池获取特效 |
| | | pool = GameObjectPoolManager.Instance.RequestPool(effectPrefab); |
| | | effectTarget = pool.Request(); |
| | | // 设置父节点和位置 |
| | | effectTarget.transform.SetParent(transform); |
| | | effectTarget.transform.localPosition = Vector3.zero; |
| | | effectTarget.transform.localScale = Vector3.one; |
| | | effectTarget.transform.localRotation = Quaternion.identity; |
| | | effectTarget.name = $"Effect_{effectConfig.fxName}"; |
| | | |
| | | // 思考一下在没有挂在节点的时候 |
| | | if (effectConfig.isSpine != 0 && playSpine) |
| | | { |
| | | //预制体 |
| | | PlaySpineEffect(); |
| | | } |
| | | else |
| | | { |
| | | //挂载组件后 开始收集 |
| | | particleList.AddRange(gameObject.GetComponentsInChildren<ParticleSystem>(true)); |
| | | animatorList.AddRange(gameObject.GetComponentsInChildren<Animator>(true)); |
| | | rendererList.AddRange(gameObject.GetComponentsInChildren<Renderer>(true)); |
| | | OnUnityAnimationComplete(); |
| | | } |
| | | |
| | | if (null == canvas) |
| | | canvas = GetComponentInParent<Canvas>(); |
| | | |
| | | |
| | | // 添加特效穿透阻挡器 |
| | | blocker = effectTarget.AddMissingComponent<EffectPenetrationBlocker>(); |
| | |
| | | if (canvas != null) |
| | | { |
| | | blocker.SetParentCanvas(canvas); |
| | | } |
| | | |
| | | // 自动销毁 |
| | | if (effectConfig.autoDestroy != 0) |
| | | { |
| | | Destroy(gameObject, effectConfig.destroyDelay); |
| | | } |
| | | } |
| | | |
| | |
| | | onDestroy.Invoke(this); |
| | | onDestroy = null; |
| | | } |
| | | // 停止特效并归还到池中 |
| | | Stop(); |
| | | |
| | | if (spineAnimationState != null) |
| | | { |
| | | spineAnimationState.Complete -= OnSpineAnimationComplete; |
| | | } |
| | | |
| | | |
| | | } |
| | | |
| | | //单次播放完毕就会触发,即使是循环 |
| | | protected virtual void OnSpineAnimationComplete(Spine.TrackEntry trackEntry) |
| | | { |
| | | if (isReleaseImmediately) |
| | | { |
| | | spineComp.enabled = false; |
| | | Stop(); |
| | | } |
| | | } |
| | | |
| | | |
| | | private void OnUnityAnimationComplete() |
| | | { |
| | | var timeObj = effectTarget.GetComponent<EffectTime>(); |
| | | if (!timeObj.isLoop) |
| | | { |
| | | this.SetWait(timeObj.playTime); |
| | | this.DoWaitRestart(); |
| | | this.OnWaitCompelete(OnEffectComplete); |
| | | } |
| | | } |
| | | |
| | | private void OnEffectComplete(Component comp) |
| | | { |
| | | this.DoWaitStop(); |
| | | if (isReleaseImmediately) |
| | | Stop(); |
| | | } |
| | | |
| | | |
| | | // 创建后的特效会自动隐藏 需要手动调用Play才能播放 |
| | | public static EffectPlayer Create(int effectId, Transform parent, bool createNewChild = false) |
| | | { |
| | | // 直接创建特效播放器,不使用对象池 |
| | | EffectPlayer effectPlayer = null; |
| | | |
| | | if (createNewChild) |
| | |
| | | else |
| | | { |
| | | effectPlayer = parent.AddMissingComponent<EffectPlayer>(); |
| | | effectPlayer.effectId = effectId; |
| | | } |
| | | |
| | | effectPlayer.effectId = effectId; |
| | | effectPlayer.SetActive(true); |
| | | return effectPlayer; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置游戏对象激活状态 |
| | | // /// </summary> |
| | | // public void SetActive(bool active) |
| | | // { |
| | | // if (gameObject != null) |
| | | // { |
| | | // gameObject.SetActive(active); |
| | | // } |
| | | // } |
| | | |
| | | public void Pause() |
| | | { |
| | |
| | | return; |
| | | } |
| | | } |
| | | |
| | | |
| | | } |