| | |
| | | |
| | | protected void PlaySpineEffect() |
| | | { |
| | | // 这里是纯spine的逻辑 |
| | | |
| | | if (spineComp == null) |
| | | { |
| | | Debug.LogError("BattleEffectPlayer spineComp is null, effect id is " + effectId); |
| | | return; |
| | | } |
| | | |
| | | SkeletonDataAsset skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName); |
| | | // ===== 简化:直接从缓存获取,缓存内部会自动加载 ===== |
| | | string directory = "UIEffect/" + effectConfig.packageName; |
| | | SkeletonDataAsset skeletonDataAsset = BattleResManager.Instance.GetSpineResource( |
| | | directory, |
| | | effectConfig.fxName, |
| | | battleField?.guid |
| | | ); |
| | | |
| | | if (skeletonDataAsset == null) |
| | | { |
| | | Debug.LogError($"BattleEffectPlayer: Failed to load effect spine {effectConfig.fxName}"); |
| | | return; |
| | | } |
| | | // ================================ |
| | | |
| | | spineComp.skeletonDataAsset = skeletonDataAsset; |
| | | spineComp.Initialize(true); |
| | | spineComp.timeScale = speedRate; |