From 09bc892c7283df8757a07b646d5af21ddaa263d1 Mon Sep 17 00:00:00 2001
From: lcy <1459594991@qq.com>
Date: 星期四, 06 十一月 2025 18:22:34 +0800
Subject: [PATCH] 164 天子的考验-客户端
---
Main/System/Battle/Motion/MotionBase.cs | 221 +++++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 196 insertions(+), 25 deletions(-)
diff --git a/Main/System/Battle/Motion/MotionBase.cs b/Main/System/Battle/Motion/MotionBase.cs
index bcd142e..3a21f7c 100644
--- a/Main/System/Battle/Motion/MotionBase.cs
+++ b/Main/System/Battle/Motion/MotionBase.cs
@@ -5,7 +5,7 @@
public class MotionBase
{
- public static float MotionTimeScale = 1f;
+ public float MotionTimeScale = 1f;
public static List<string> AttackMotionList = new List<string>
{
MotionName.attack.ToString().ToLower(),
@@ -23,12 +23,23 @@
protected Spine.Skeleton skeleton;
protected float defaultMixDuration = 0f;
private Spine.TrackEntry currentTrack;
+ private Dictionary<int, Spine.TrackEntry> activeSkillTracks = new Dictionary<int, Spine.TrackEntry>();
+
+ // 瀛愭妧鑳借建閬撴睜绠$悊锛堝湪Init涓垵濮嬪寲锛屼笉瑕佸湪杩欓噷鍒濆鍖栵級
+ private Queue<int> availableSubTracks;
+ private Dictionary<SkillBase, int> subSkillTrackMap = new Dictionary<SkillBase, int>();
+
private SkeletonIllusionShadow illusionShadow;
private bool playingSkillAnim = false;
- private float pauseTime = 0f;
+ private bool isUnderControl = false;
+ private float pauseTime = 0f;
private float resumeTime = 0f;
+
+ // 鏂板锛氱疮绉殏鍋滄椂闀匡紝鐢ㄤ簬瀵归潪鍔ㄧ敾璺緞(Time.time)杩涜绋冲畾鐨勬椂闂翠慨姝�
+ private float pausedAccumulated = 0f;
+ private float pauseStart = 0f;
public virtual void Init(SkeletonAnimation skelAnim)
{
@@ -46,6 +57,11 @@
if (animState != null)
animState.Data.DefaultMix = defaultMixDuration;
+ // 鍒濆鍖栧瓙鎶�鑳借建閬撴睜
+ availableSubTracks = new Queue<int>();
+ for (int i = 1; i <= 8; i++)
+ availableSubTracks.Enqueue(i);
+
PlayAnimation(MotionName.idle, true);
SetupAnimationHandlers();
@@ -56,6 +72,9 @@
public virtual void Release()
{
trackEntryCallbacks.Clear();
+ activeSkillTracks.Clear();
+ availableSubTracks?.Clear();
+ subSkillTrackMap.Clear();
if (animState != null)
{
animState.Complete -= OnAnimationComplete;
@@ -102,6 +121,7 @@
return null;
}
+ // 濡傛灉娌℃湁鍔ㄧ敾鍚嶇О锛屼娇鐢ㄦ棤鍔ㄧ敾妯″紡
if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
{
PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
@@ -121,7 +141,6 @@
private Spine.TrackEntry ExecuteSkillAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete,
Spine.Animation targetAnim, bool hasAnim, bool isSubSkill)
{
-
bool isPangdeSkill = 1003020 == skillConfig.SkillID;
int loopCount = skillConfig.LoopCount;
@@ -129,11 +148,47 @@
int frameCount = activeFrames.Length;
float recoveryFrame = skillConfig.RecoveryFrames;
+ // 杞ㄩ亾鍒嗛厤绛栫暐锛氫富鎶�鑳界敤 track 0锛屽瓙鎶�鑳戒粠杞ㄩ亾姹犲垎閰�
+ int trackIndex = 0;
+ if (isSubSkill)
+ {
+ if (availableSubTracks != null && availableSubTracks.Count > 0)
+ {
+ trackIndex = availableSubTracks.Dequeue();
+ subSkillTrackMap[skillBase] = trackIndex;
+ }
+ else
+ {
+ // 杞ㄩ亾姹犺�楀敖鎴栨湭鍒濆鍖栵紝鍥為��鍒版棤鍔ㄧ敾妯″紡
+ Debug.LogWarning($"瀛愭妧鑳借建閬撴睜宸叉弧鎴栨湭鍒濆鍖栵紝鎶�鑳絳skillConfig.SkillID}浣跨敤鏃犲姩鐢绘ā寮�");
+ PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
+ return null;
+ }
+ }
+
Spine.TrackEntry skillTrack = null;
+
if (hasAnim)
{
- skillTrack = animState.SetAnimation(0, targetAnim, false);
- currentTrack = skillTrack;
+ skillTrack = animState.SetAnimation(trackIndex, targetAnim, false);
+ if (null == skillTrack)
+ {
+ Debug.LogError($"鎶�鑳� {skillConfig.SkillID} 鍔ㄧ敾璁剧疆澶辫触");
+ // 濡傛灉鏄瓙鎶�鑳戒笖鍒嗛厤浜嗚建閬擄紝闇�瑕佸洖鏀�
+ if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+ {
+ if (availableSubTracks != null)
+ availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+ subSkillTrackMap.Remove(skillBase);
+ }
+ return null;
+ }
+
+ // 鍙湁涓绘妧鑳芥墠鏇存柊 currentTrack
+ if (!isSubSkill)
+ currentTrack = skillTrack;
+
+ activeSkillTracks[trackIndex] = skillTrack;
}
playingSkillAnim = true;
@@ -141,7 +196,12 @@
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;
+
+ // 鏂板锛氳褰曟妧鑳藉紑濮嬫椂鐨� pausedAccumulated 鍩虹嚎锛岀敤浜庡悗缁绠楄鎶�鑳借嚜韬殑鏆傚仠鏃堕暱
+ float pausedAccumulatedAtStart = pausedAccumulated;
+
+ // startTime 琛ㄧず鎶�鑳�"鏈湴閫昏緫鏃堕棿"鐨勮捣鐐癸紙浠� Time.time 涓哄熀鍑嗭級
+ float startTime = hasAnim ? 0f : Time.time;
skillBase.OnSkillStart();
@@ -150,12 +210,30 @@
{
if (skillBase.IsFinished())
{
- playingSkillAnim = false;
+ // 娓呯悊骞堕��鍑猴紙淇濊瘉鐘舵�佷竴鑷达級
+ if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
+ {
+ if (activeSkillTracks[trackIndex] == skillTrack)
+ activeSkillTracks.Remove(trackIndex);
+ }
+
+ // 鍥炴敹瀛愭妧鑳借建閬�
+ if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+ {
+ if (availableSubTracks != null)
+ availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+ subSkillTrackMap.Remove(skillBase);
+ }
+
+ // 鍙湁褰撴病鏈夊叾浠栨椿璺冩妧鑳芥椂鎵嶅浣� playingSkillAnim
+ if (activeSkillTracks.Count == 0)
+ playingSkillAnim = false;
+
RemoveAction(frameHandler);
return;
}
- float trackTime = 0f; //hasAnim ? skillTrack.TrackTime * skillTrack.TimeScale : (Time.time - startTime) * MotionTimeScale;
+ float trackTime = 0f;
if (hasAnim)
{
@@ -163,40 +241,65 @@
}
else
{
+ // 浣跨敤 pausedAccumulatedAtStart 鏉ヨ绠�"杩欎釜鎶�鑳借嚜寮�濮嬩互鏉ョ殑鏆傚仠鎬绘椂闀�"
float adjustedTime = Time.time;
- if (pauseTime > 0f && resumeTime > pauseTime)
- {
- startTime = startTime + (resumeTime - pauseTime);
- pauseTime = 0f;
- resumeTime = 0f;
- }
- trackTime = (adjustedTime - startTime) * MotionTimeScale;
+ float thisSkillPaused = pausedAccumulated - pausedAccumulatedAtStart;
+ if (thisSkillPaused < 0f) thisSkillPaused = 0f; // 淇濋櫓闃叉姢
+
+ // 閫昏緫杩愯鏃堕棿 = 褰撳墠鏃堕棿 - startTime - 鏈妧鑳藉凡鏆傚仠鏃堕暱
+ trackTime = (adjustedTime - startTime - thisSkillPaused) * MotionTimeScale;
}
float currentFrame = trackTime * BattleConst.skillMotionFps;
if (hasAnim)
{
- if (currentTrack != skillTrack)
+ // 妫�鏌ュ綋鍓嶈建閬撴槸鍚﹁鏂版妧鑳借鐩�
+ if (!activeSkillTracks.ContainsKey(trackIndex) || activeSkillTracks[trackIndex] != skillTrack)
{
Debug.LogError("鎶�鑳藉姩鐢昏鎵撴柇锛屽己鍒剁粨鏉� " + skillConfig.SkillID);
skillBase.ForceFinished();
+
+ // 娓呯悊骞剁‘淇濈姸鎬佸浣�
RemoveAction(frameHandler);
- playingSkillAnim = false;
+
+ // 鍥炴敹瀛愭妧鑳借建閬�
+ if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+ {
+ if (availableSubTracks != null)
+ availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+ subSkillTrackMap.Remove(skillBase);
+ }
+
+ if (activeSkillTracks.Count == 0)
+ playingSkillAnim = false;
return;
}
-
+
if (skillTrack.TrackTime == 0) failCount++;
if (failCount > 100)
{
Debug.LogError("鎶�鑳藉姩鐢绘挱鏀惧け璐ワ紝寮哄埗缁撴潫 " + skillConfig.SkillID);
skillBase.ForceFinished();
RemoveAction(frameHandler);
- playingSkillAnim = false;
+ if (activeSkillTracks.ContainsKey(trackIndex))
+ activeSkillTracks.Remove(trackIndex);
+
+ // 鍥炴敹瀛愭妧鑳借建閬�
+ if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+ {
+ if (availableSubTracks != null)
+ availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+ subSkillTrackMap.Remove(skillBase);
+ }
+
+ if (activeSkillTracks.Count == 0)
+ playingSkillAnim = false;
return;
}
}
+ // 鍚勯樁娈靛洖璋冿紙鍘熸湁閫昏緫锛�
if (!beginTriggered && currentFrame >= skillConfig.StartupFrames && currentLoop == 0)
{
beginTriggered = true;
@@ -231,9 +334,15 @@
if (BattleConst.skillMotionFps > 0)
{
if (hasAnim)
+ {
skillTrack.TrackTime = skillConfig.StartupFrames / BattleConst.skillMotionFps;
+ }
else
+ {
+ // 涓轰笅涓� loop 閲嶇疆 startTime锛屽苟涓旀洿鏂� pausedAccumulatedAtStart锛堜互淇濇寔鍩虹嚎锛�
startTime = Time.time - (skillConfig.StartupFrames / BattleConst.skillMotionFps);
+ pausedAccumulatedAtStart = pausedAccumulated;
+ }
}
beginTriggered = false;
}
@@ -254,10 +363,26 @@
if (finalStarted && !finalEnded && currentFrame >= recoveryFrame)
{
finalEnded = true;
- if (!isSubSkill)
+
+ // 娓呯悊鎶�鑳借建閬�
+ if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
{
- playingSkillAnim = false;
+ if (activeSkillTracks[trackIndex] == skillTrack)
+ activeSkillTracks.Remove(trackIndex);
}
+
+ // 鍥炴敹瀛愭妧鑳借建閬�
+ if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+ {
+ if (availableSubTracks != null)
+ availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+ subSkillTrackMap.Remove(skillBase);
+ }
+
+ // 鍙湁褰撴病鏈夊叾浠栨椿璺冩妧鑳芥椂鎵嶅浣� playingSkillAnim
+ if (activeSkillTracks.Count == 0)
+ playingSkillAnim = false;
+
RemoveAction(frameHandler);
onComplete?.Invoke();
skillBase.OnFinalFrameEnd();
@@ -305,7 +430,7 @@
protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
{
if (trackEntry?.Animation?.Name == null) return;
-
+
string animName = trackEntry.Animation.Name.ToLower();
if (AttackMotionList.Contains(animName))
@@ -318,12 +443,33 @@
OnHitAnimationComplete?.Invoke();
PlayAnimation(MotionName.idle, true);
}
-
+
if (trackEntryCallbacks.TryGetValue(trackEntry, out var callback))
{
trackEntryCallbacks.Remove(trackEntry);
callback?.Invoke();
}
+ }
+
+ public void SetControledAnimation()
+ {
+ // 鍙楀埌纭帶鐨勬椂鍊欙紝淇濇寔鍙楀嚮鍔ㄧ敾鐨勭涓夊抚锛岀洿鍒版帶鍒剁粨鏉� 鎴栬�呮渶鍚庝竴鍑绘浜★紝绉婚櫎鎺у埗鏁堟灉鍚庯紝鎭㈠鍒板緟鏈虹姸鎬佹垨鑰呮挱鏀炬浜″姩鐢�
+ // 杩欓噷鏄彈鍒扮‖鎺ф椂鍊� 闇�瑕佽〃鐜扮殑鍔ㄧ敾
+
+ var entry = PlayAnimation(MotionName.hit, false);
+ float threeFrameTrackTime = 3f / BattleConst.skillMotionFps;
+ entry.TrackTime = threeFrameTrackTime;
+ entry.TimeScale = 0;
+
+ isUnderControl = true;
+
+ }
+
+ public void CancelControledAnimation()
+ {
+ // 纭帶缁撴潫锛屾仮澶嶅姩鐢绘挱鏀�
+ isUnderControl = false;
+ PlayAnimation(MotionName.idle, true);
}
public virtual void Run()
@@ -337,12 +483,25 @@
public virtual void Pause()
{
if (skeletonAnim != null) skeletonAnim.timeScale = 0f;
+
+ // 璁板綍鍗曟鏆傚仠寮�濮嬫椂鍒�
+ pauseStart = Time.time;
+ // 鍏煎鏃у瓧娈碉紙淇濈暀浣嗕笉鍐嶇敤浜庣疮绉�昏緫锛�
pauseTime = Time.time;
}
public virtual void Resume()
{
if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale;
+
+ // 绱Н鏆傚仠鏃堕暱锛堝鏋滄浘璁板綍杩� pauseStart锛�
+ if (pauseStart > 0f)
+ {
+ pausedAccumulated += (Time.time - pauseStart);
+ pauseStart = 0f;
+ }
+
+ // 淇濇寔鏃у瓧娈典互鍏煎鐜版湁浠g爜锛堜絾瀹為檯鏃堕棿淇浣跨敤 pausedAccumulated锛�
resumeTime = Time.time;
}
@@ -350,6 +509,18 @@
{
trackEntryCallbacks.Clear();
runningActions.Clear();
+ activeSkillTracks.Clear();
+
+ // 閲嶇疆瀛愭妧鑳借建閬撴睜
+ if (availableSubTracks == null)
+ availableSubTracks = new Queue<int>();
+ else
+ availableSubTracks.Clear();
+
+ subSkillTrackMap.Clear();
+ for (int i = 1; i <= 8; i++)
+ availableSubTracks.Enqueue(i);
+
playingSkillAnim = false;
PlayAnimation(MotionName.idle, true);
}
@@ -360,12 +531,12 @@
if (skeletonAnim != null) skeletonAnim.timeScale = ratio;
}
- public void ShowIllusionShadow(bool isVisible)
+ public void ShowIllusionShadow(bool isVisible, Color color = default)
{
if (illusionShadow != null)
{
illusionShadow.SetSkeletonAnimation(skeletonAnim);
- illusionShadow.Show(isVisible);
+ illusionShadow.Show(isVisible, color);
}
}
}
\ No newline at end of file
--
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