From ab243b5e8c7fadc0817f491f475bff9996d407b7 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 14 四月 2026 17:20:30 +0800
Subject: [PATCH] 0312 特效try报错,砍价界面打开try报错,群英胜利结算防范没有玩家ID

---
 Main/Component/UI/Effect/EffectPlayer.cs |   75 ++++++++++++++++++++-----------------
 1 files changed, 41 insertions(+), 34 deletions(-)

diff --git a/Main/Component/UI/Effect/EffectPlayer.cs b/Main/Component/UI/Effect/EffectPlayer.cs
index e12dbe3..f84139b 100644
--- a/Main/Component/UI/Effect/EffectPlayer.cs
+++ b/Main/Component/UI/Effect/EffectPlayer.cs
@@ -263,43 +263,50 @@
 
     protected void PlaySpineEffect(bool closePMA = false)
     {
-
-        // 浠庣壒鏁堥鍒朵綋姹犺幏鍙栫壒鏁�
-        if (spineComp == null)
-        { 
-            spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
-        }
-
-        if (spineComp.skeletonDataAsset == null || spineAnimationState == null)
+        try
         {
-            //LoadAsset 宸茬粡鏈夌紦瀛楽keletonDataAsset
-            spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
-            //涓簍rue鏃朵細鏈夐儴鍒嗙壒鏁堜笉鏄剧ず 濡傛弧绾х粡楠屾潯锛涙敼鎴愪冀椹悗閮ㄥ垎鐗规晥姝e父锛岃繕鏈夐儴鍒嗕緷鐒惰鏀规璁剧疆
-            spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA;   
-            spineComp.raycastTarget = false;
-            spineComp.Initialize(true);
-            // 妫�鏌ュ姩鐢绘槸鍚︽湁鐩稿姞妯″紡
-            // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton);
-            // if (hasAdditiveBlend)
-            // {
-            //    spineComp.material = ResManager.Instance.LoadAsset<Material>("UIEffect/" + effectConfig.packageName, effectConfig.fxName.Split('_')[0] + "_Material-Additive");
-            // }
-            // else
-            // {
-            //     spineComp.material = null;
-            // }
-            spineComp.material = ResManager.Instance.LoadAsset<Material>("Materials", "SkeletonGraphicDefault-Straight");
+            // 浠庣壒鏁堥鍒朵綋姹犺幏鍙栫壒鏁�
+            if (spineComp == null)
+            { 
+                spineComp = gameObject.AddMissingComponent<SkeletonGraphic>();
+            }
 
-            spineAnimationState = spineComp.AnimationState;
-            spineAnimationState.TimeScale = speedRate;
-            spineAnimationState.Data.DefaultMix = 0f;
-            spineAnimationState.Complete -= OnSpineAnimationComplete;
-            spineAnimationState.Complete += OnSpineAnimationComplete;
+            if (spineComp.skeletonDataAsset == null || spineAnimationState == null)
+            {
+                //LoadAsset 宸茬粡鏈夌紦瀛楽keletonDataAsset
+                spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName);
+                //涓簍rue鏃朵細鏈夐儴鍒嗙壒鏁堜笉鏄剧ず 濡傛弧绾х粡楠屾潯锛涙敼鎴愪冀椹悗閮ㄥ垎鐗规晥姝e父锛岃繕鏈夐儴鍒嗕緷鐒惰鏀规璁剧疆
+                spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA;   
+                spineComp.raycastTarget = false;
+                spineComp.Initialize(true);
+                // 妫�鏌ュ姩鐢绘槸鍚︽湁鐩稿姞妯″紡
+                // bool hasAdditiveBlend = CheckForAdditiveBlend(spineComp.Skeleton);
+                // if (hasAdditiveBlend)
+                // {
+                //    spineComp.material = ResManager.Instance.LoadAsset<Material>("UIEffect/" + effectConfig.packageName, effectConfig.fxName.Split('_')[0] + "_Material-Additive");
+                // }
+                // else
+                // {
+                //     spineComp.material = null;
+                // }
+                spineComp.material = ResManager.Instance.LoadAsset<Material>("Materials", "SkeletonGraphicDefault-Straight");
+
+                spineAnimationState = spineComp.AnimationState;
+                spineAnimationState.TimeScale = speedRate;
+                spineAnimationState.Data.DefaultMix = 0f;
+                spineAnimationState.Complete -= OnSpineAnimationComplete;
+                spineAnimationState.Complete += OnSpineAnimationComplete;
+            }
+
+            spineComp.enabled = true;
+            PlayerTheSpineAnim();
+            SoundPlayer.Instance.PlayUIAudioDelay(effectConfig.audio).Forget();
         }
-
-        spineComp.enabled = true;
-        PlayerTheSpineAnim();
-        SoundPlayer.Instance.PlayUIAudioDelay(effectConfig.audio).Forget();
+        catch (Exception e)
+        {
+            Debug.LogError(e);
+        }
+        
     }
 
         // 鎾斁鎸囧畾鍔ㄧ敾

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