From 3f2cd27c5dfb3b450245bf1a37fc1b3414031c7c Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期三, 11 二月 2026 11:03:58 +0800
Subject: [PATCH] 小游戏适配 资源系统改造

---
 Main/System/Battle/BattleObject/BattleObjectFactory.cs |   64 ++++++++++++++++++++++++++++++++
 1 files changed, 64 insertions(+), 0 deletions(-)

diff --git a/Main/System/Battle/BattleObject/BattleObjectFactory.cs b/Main/System/Battle/BattleObject/BattleObjectFactory.cs
index 7101554..0cb40f5 100644
--- a/Main/System/Battle/BattleObject/BattleObjectFactory.cs
+++ b/Main/System/Battle/BattleObject/BattleObjectFactory.cs
@@ -2,6 +2,7 @@
 using System;
 using UnityEngine;
 using Spine.Unity;
+using Cysharp.Threading.Tasks;
 
 public class BattleObjectFactory
 {
@@ -32,10 +33,12 @@
         }
 
         // ===== 鐩存帴鍔犺浇璧勬簮锛堥潪棰勫姞杞界殑璧勬簮涓嶈蛋缂撳瓨绯荤粺锛�=====
+        #pragma warning disable CS0618 // Obsolete 鈥� sync legacy fallback, async path exists in CreateBattleObjectAsync
         SkeletonDataAsset skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>(
             "Hero/SpineRes/", 
             skinCfg.SpineRes
         );
+        #pragma warning restore CS0618
         
         if (skeletonDataAsset == null)
         {
@@ -44,7 +47,9 @@
         }
         // ==============================================
 
+        #pragma warning disable CS0618
         GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/);
+        #pragma warning restore CS0618
 
         GameObject goParent = posNodeList[teamHero.positionNum];
         BattleObject battleObject = Produce(teamHero.positionNum, _battleField);
@@ -93,6 +98,65 @@
         return battleObject;
     }
 
+    /// <summary>
+    /// US2: Async version of CreateBattleObject.
+    /// </summary>
+    public static async UniTask<BattleObject> CreateBattleObjectAsync(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp)
+    {
+        var skinCfg = HeroSkinConfig.Get(teamHero.SkinID);
+        if (skinCfg == null)
+        {
+            Debug.LogError($"BattleObjectFactory: skinCfg is null for SkinID {teamHero.SkinID}");
+            return null;
+        }
+
+        SkeletonDataAsset skeletonDataAsset = await ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>(
+            "Hero/SpineRes/",
+            skinCfg.SpineRes
+        );
+
+        if (skeletonDataAsset == null)
+        {
+            Debug.LogError($"BattleObjectFactory: Failed to load SkeletonDataAsset for {skinCfg.SpineRes}");
+            return null;
+        }
+
+        GameObject battleGO = await ResManager.Instance.LoadAssetAsync<GameObject>("Hero/SpineRes", "Hero_001");
+
+        GameObject goParent = posNodeList[teamHero.positionNum];
+        BattleObject battleObject = Produce(teamHero.positionNum, _battleField);
+        battleObject.ObjID = teamHero.ObjID;
+
+        GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform);
+        SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true);
+
+        float finalScaleRate = modelScaleRate * teamHero.modelScale;
+
+        skeletonAnimation.initialSkinName = skinCfg.InitialSkinName;
+        skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
+        skeletonAnimation.Initialize(true);
+
+        if (!string.IsNullOrEmpty(skinCfg.InitialSkinName))
+        {
+            var skeleton = skeletonAnimation.Skeleton;
+            skeleton.SetSkin(skinCfg.InitialSkinName);
+            skeleton.SetSlotsToSetupPose();
+            skeletonAnimation.Update(0);
+        }
+
+        realGO.name = battleObject.ObjID.ToString();
+        realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate);
+        RectTransform rectTrans = realGO.GetComponent<RectTransform>();
+        rectTrans.anchoredPosition = Vector2.zero;
+
+        if (battleObject is HeroBattleObject heroBattleObject)
+        {
+            heroBattleObject.Init(realGO, teamHero, _Camp);
+        }
+
+        return battleObject;
+    }
+
     public static BattleObject Produce(int positionNum, BattleField battleField)
     {
         if (positionNum >= 0)

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