From 1a30a307bc79d887139b4b90f40b274e344d2285 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期五, 31 十月 2025 15:06:43 +0800
Subject: [PATCH] 125 战斗 多技能同轨播放导致的动画不播放问题

---
 Main/System/Battle/Motion/MotionBase.cs |   60 +++++++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 49 insertions(+), 11 deletions(-)

diff --git a/Main/System/Battle/Motion/MotionBase.cs b/Main/System/Battle/Motion/MotionBase.cs
index 1b0fe44..ba71c8d 100644
--- a/Main/System/Battle/Motion/MotionBase.cs
+++ b/Main/System/Battle/Motion/MotionBase.cs
@@ -23,6 +23,7 @@
     protected Spine.Skeleton skeleton;
     protected float defaultMixDuration = 0f;
     private Spine.TrackEntry currentTrack;
+    private Dictionary<int, Spine.TrackEntry> activeSkillTracks = new Dictionary<int, Spine.TrackEntry>(); // 鏀逛负瀛楀吀锛歵rackIndex -> TrackEntry
     private SkeletonIllusionShadow illusionShadow;
     private bool playingSkillAnim = false;
 
@@ -61,6 +62,7 @@
     public virtual void Release()
     {
         trackEntryCallbacks.Clear();
+        activeSkillTracks.Clear();
         if (animState != null)
         {
             animState.Complete -= OnAnimationComplete;
@@ -107,7 +109,8 @@
             return null;
         }
 
-        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
+        // 瀛愭妧鑳藉己鍒朵娇鐢ㄦ棤鍔ㄧ敾妯″紡锛屾垨鑰呭鏋滄病鏈夊姩鐢诲悕绉�
+        if (isSubSkill || string.IsNullOrEmpty(skillConfig.SkillMotionName))
         {
             PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
             return null;
@@ -133,11 +136,23 @@
         int frameCount = activeFrames.Length;
         float recoveryFrame = skillConfig.RecoveryFrames;
 
+        // 涓绘妧鑳界敤 track 0锛屽瓙鎶�鑳界敤 track 1
+        int trackIndex = isSubSkill ? 1 : 0;
         Spine.TrackEntry skillTrack = null;
+        
         if (hasAnim)
         {
-            skillTrack = animState.SetAnimation(0, targetAnim, false);
-            currentTrack = skillTrack;
+            skillTrack = animState.SetAnimation(trackIndex, targetAnim, false);
+            if (null == skillTrack || skillConfig.SkillID == 3008020)
+            {
+                Debug.Break();
+            }
+            
+            // 鍙湁涓绘妧鑳芥墠鏇存柊 currentTrack
+            if (!isSubSkill)
+                currentTrack = skillTrack;
+            
+            activeSkillTracks[trackIndex] = skillTrack;
         }
         
         playingSkillAnim = true;
@@ -149,7 +164,7 @@
         // 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�鑳解�滄湰鍦伴�昏緫鏃堕棿鈥濈殑璧风偣锛堜互 Time.time 涓哄熀鍑嗭級
+        // 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();
@@ -160,7 +175,16 @@
             if (skillBase.IsFinished())
             {
                 // 娓呯悊骞堕��鍑猴紙淇濊瘉鐘舵�佷竴鑷达級
-                playingSkillAnim = false;
+                if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
+                {
+                    if (activeSkillTracks[trackIndex] == skillTrack)
+                        activeSkillTracks.Remove(trackIndex);
+                }
+                
+                // 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;
             }
@@ -173,7 +197,7 @@
             }
             else
             {
-                // 浣跨敤 pausedAccumulatedAtStart 鏉ヨ绠椻�滆繖涓妧鑳借嚜寮�濮嬩互鏉ョ殑鏆傚仠鎬绘椂闀库��
+                // 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;
                 float thisSkillPaused = pausedAccumulated - pausedAccumulatedAtStart;
                 if (thisSkillPaused < 0f) thisSkillPaused = 0f; // 淇濋櫓闃叉姢
@@ -186,14 +210,16 @@
 
             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;
+                    if (activeSkillTracks.Count == 0)
+                        playingSkillAnim = false;
                     return;
                 }
 
@@ -203,7 +229,10 @@
                     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);
+                    if (activeSkillTracks.Count == 0)
+                        playingSkillAnim = false;
                     return;
                 }
             }
@@ -273,8 +302,16 @@
                 {
                     finalEnded = true;
 
-                    // 涓�瀹氳鎶� playingSkillAnim 澶嶄綅锛堟棤璁烘槸鍚︽槸瀛愭妧鑳斤級锛屽惁鍒欏彲鑳藉鑷村悗缁姩鐢昏鎷︽埅
-                    playingSkillAnim = false;
+                    // 娓呯悊鎶�鑳借建閬�
+                    if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
+                    {
+                        if (activeSkillTracks[trackIndex] == skillTrack)
+                            activeSkillTracks.Remove(trackIndex);
+                    }
+
+                    // 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();
@@ -402,6 +439,7 @@
     {
         trackEntryCallbacks.Clear();
         runningActions.Clear();
+        activeSkillTracks.Clear();
         playingSkillAnim = false;
         PlayAnimation(MotionName.idle, true);
     }

--
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