From cb653cf75b17b9bdca0b5b9e6b88edf1ca72e90c Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 17 十月 2025 09:54:11 +0800
Subject: [PATCH] 0312 删除旧的日常代码3

---
 Main/System/Battle/Motion/MotionBase.cs |  398 +++++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 279 insertions(+), 119 deletions(-)

diff --git a/Main/System/Battle/Motion/MotionBase.cs b/Main/System/Battle/Motion/MotionBase.cs
index e5dc60d..f969f71 100644
--- a/Main/System/Battle/Motion/MotionBase.cs
+++ b/Main/System/Battle/Motion/MotionBase.cs
@@ -1,190 +1,350 @@
 using System;
-using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Spine.Unity;
-using Cysharp.Threading.Tasks;
 
-/// <summary>
-/// 瑙掕壊鍔ㄧ敾鍩虹被锛屽鐞嗘墍鏈変笌鍔ㄧ敾鐩稿叧鐨勫姛鑳�
-/// </summary>
 public class MotionBase
 {
+    public static float MotionTimeScale = 1f;
     public static List<string> AttackMotionList = new List<string>
     {
-        MotionName.attack.ToString(),
-        MotionName.angerSkill.ToString(),
-        MotionName.passiveSkill.ToString(),
+        MotionName.attack.ToString().ToLower(),
+        MotionName.angerSkill.ToString().ToLower(),
+        MotionName.passiveSkill.ToString().ToLower(),
     };
 
-    private Dictionary<Spine.TrackEntry, Action> trackEntryCompleteDict = new Dictionary<Spine.TrackEntry, Action>();
-
-    // 鍔ㄧ敾浜嬩欢
+    private Dictionary<Spine.TrackEntry, Action> trackEntryCallbacks = new Dictionary<Spine.TrackEntry, Action>();
     public Action OnAttackAnimationComplete;
     public Action OnHitAnimationComplete;
-    public Action<MotionName> onAnimationComplete;
+    private List<Action> runningActions = new List<Action>();
 
-    #region 缁勪欢寮曠敤
-    
-    protected SkeletonGraphic skeletonGraphic;
-    protected Spine.AnimationState spineAnimationState;
+    public SkeletonAnimation skeletonAnim;
+    protected Spine.AnimationState animState;
     protected Spine.Skeleton skeleton;
-    
-    #endregion
-    
-    #region 鍔ㄧ敾璁剧疆
-    
-    // 鍔ㄧ敾娣峰悎鏃堕棿
     protected float defaultMixDuration = 0f;
-    
-    #endregion
+    private Spine.TrackEntry currentTrack;
+    private SkeletonIllusionShadow illusionShadow;
+    private bool playingSkillAnim = false;
 
-    private Spine.TrackEntry currentTrackEntry;
-
-    #region 鍒濆鍖栨柟娉�
-    
-    /// <summary>
-    /// 鍒濆鍖栧姩鐢荤粍浠�
-    /// </summary>
-    /// <param name="skeletonGraphic">楠ㄩ鍔ㄧ敾缁勪欢</param>
-    public virtual void Init(SkeletonGraphic skeletonGraphic)
+    public virtual void Init(SkeletonAnimation skelAnim)
     {
-        this.skeletonGraphic = skeletonGraphic;
+        skeletonAnim = skelAnim;
+        if (skeletonAnim == null)
+        {
+            BattleDebug.LogError("缂哄皯SkeletonGraphic缁勪欢!");
+            return;
+        }
+
+        animState = skeletonAnim.AnimationState;
+        animState.TimeScale = MotionTimeScale;
+        skeletonAnim.timeScale = MotionTimeScale;
+        skeleton = skeletonAnim.Skeleton;
+
+        if (animState != null)
+            animState.Data.DefaultMix = defaultMixDuration;
+
+        PlayAnimation(MotionName.idle, true);
+        SetupAnimationHandlers();
         
-        if (skeletonGraphic != null)
-        {
-            spineAnimationState = skeletonGraphic.AnimationState;
-            skeleton = skeletonGraphic.Skeleton;
-            
-            // 璁剧疆鍔ㄧ敾娣峰悎鏃堕棿
-            if (spineAnimationState != null)
-            {
-                spineAnimationState.Data.DefaultMix = defaultMixDuration;
-            }
-            
-            // 鎾斁榛樿鍔ㄧ敾
-            PlayAnimation(MotionName.idle, true);
-            
-            // 璁剧疆鍔ㄧ敾浜嬩欢鐩戝惉
-            SetupAnimationHandlers();
-        }
-        else
-        {
-            Debug.LogError("缂哄皯SkeletonGraphic缁勪欢!");
-        }
+        if (skelAnim.gameObject != null)
+            illusionShadow = skelAnim.gameObject.AddMissingComponent<SkeletonIllusionShadow>();
     }
     
     public virtual void Release()
     {
-        if (spineAnimationState != null)
+        trackEntryCallbacks.Clear();
+        if (animState != null)
         {
-            spineAnimationState.Complete -= OnAnimationComplete;
-            spineAnimationState.ClearTracks();
-            spineAnimationState = null;
+            animState.Complete -= OnAnimationComplete;
+            animState.ClearTracks();
+            animState = null;
+        }
+        skeletonAnim = null;
+        skeleton = null;
+        currentTrack = null;
+        playingSkillAnim = false;
+    }
+
+    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action onComplete = null)
+    {
+        if (playingSkillAnim || animState == null) return null;
+
+        if (currentTrack != null && !currentTrack.IsComplete && trackEntryCallbacks.TryGetValue(currentTrack, out var prevCallback))
+        {
+            trackEntryCallbacks.Remove(currentTrack);
+            prevCallback?.Invoke();
+            currentTrack = null;
+        }
+
+        currentTrack = animState.SetAnimation(0, motionName.ToString(), loop);
+        if (onComplete != null && currentTrack != null)
+            trackEntryCallbacks[currentTrack] = onComplete;
+
+        return currentTrack;
+    }
+
+    private void AddAction(Action action) => runningActions.Add(action);
+    private void RemoveAction(Action action) => runningActions.Remove(action);
+
+    public Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isSubSkill, Action onComplete = null)
+    {
+        if (skillConfig == null)
+        {
+            Debug.LogError("鎶�鑳介厤缃负绌猴紝鏃犳硶鎾斁鎶�鑳藉姩鐢�");
+            return null;
+        }
+        if (animState == null || skeleton == null)
+        {
+            Debug.LogError("SkeletonGraphic鎴朅nimationState鏈垵濮嬪寲锛屾棤娉曟挱鏀炬妧鑳藉姩鐢�");
+            return null;
+        }
+
+        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
+        {
+            PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
+            return null;
+        }
+
+        Spine.Animation targetAnim = FindAnim(skillConfig.SkillMotionName);
+        if (targetAnim == null)
+        {
+            skillBase.ForceFinished();
+            return null;
+        }
+
+        return ExecuteSkillAnim(skillConfig, skillBase, onComplete, targetAnim, true, isSubSkill);
+    }
+
+    private Spine.TrackEntry ExecuteSkillAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete,
+        Spine.Animation targetAnim, bool hasAnim, bool isSubSkill)
+    {
+        int loopCount = skillConfig.LoopCount;
+        int[] activeFrames = skillConfig.ActiveFrames ?? new int[0];
+        int frameCount = activeFrames.Length;
+        float recoveryFrame = skillConfig.RecoveryFrames;
+
+        Spine.TrackEntry skillTrack = null;
+        if (hasAnim)
+        {
+            skillTrack = animState.SetAnimation(0, targetAnim, false);
+            currentTrack = skillTrack;
         }
         
-        skeletonGraphic = null;
-        skeleton = null;
-        currentTrackEntry = null;
-    }
+        playingSkillAnim = true;
 
-    #endregion
+        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;
 
-    #region 鍔ㄧ敾鎺у埗
+        skillBase.OnSkillStart();
 
-    /// <summary>
-    /// 鎾斁鎸囧畾鍔ㄧ敾
-    /// </summary>
-    /// <param name="motionName">鍔ㄧ敾鏋氫妇</param>
-    /// <param name="loop">鏄惁寰幆</param>
-    /// <param name="_onComplete">鍔ㄧ敾鎾斁瀹屾垚鍥炶皟</param>
-    /// <returns>鍔ㄧ敾杞ㄩ亾鏉$洰</returns>
-    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop, Action _onComplete = null)
-    {
-        if (spineAnimationState == null) return null;
-
-        // 濡傛灉褰撳墠鍔ㄧ敾鏈畬鎴�
-        if (currentTrackEntry != null && !currentTrackEntry.IsComplete)
+        Action frameHandler = null;
+        frameHandler = () =>
         {
-            if (trackEntryCompleteDict.TryGetValue(currentTrackEntry, out var __onComplete))
+            if (skillBase.IsFinished())
             {
-                __onComplete?.Invoke();
-                trackEntryCompleteDict.Remove(currentTrackEntry);
+                playingSkillAnim = false;
+                RemoveAction(frameHandler);
+                return;
             }
-            currentTrackEntry = null;
-        }
 
-        // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
-        currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
+            float currentFrame = 0f;
+            if (BattleConst.skillMotionFps > 0)
+                currentFrame = hasAnim ? (skillTrack.TrackTime * skillTrack.TimeScale * BattleConst.skillMotionFps) : ((Time.time - startTime) * MotionTimeScale * BattleConst.skillMotionFps);
 
-        // 缁戝畾鍥炶皟
-        if (_onComplete != null && currentTrackEntry != null)
-        {
-            trackEntryCompleteDict[currentTrackEntry] = _onComplete;
-        }
+            if (hasAnim)
+            {
+                if (currentTrack != skillTrack)
+                {
+                    Debug.LogError("鎶�鑳藉姩鐢昏鎵撴柇锛屽己鍒剁粨鏉� " + skillConfig.SkillID);
+                    skillBase.ForceFinished();
+                    RemoveAction(frameHandler);
+                    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;
+                    return;
+                }
+            }
 
-        return currentTrackEntry;
+            if (!beginTriggered && currentFrame >= skillConfig.StartupFrames && currentLoop == 0)
+            {
+                beginTriggered = true;
+                skillBase.OnStartSkillFrameEnd();
+            }
+
+            if (!middleStarted && currentFrame >= skillConfig.StartupFrames && currentLoop <= loopCount)
+            {
+                middleStarted = true;
+                skillBase.OnMiddleFrameStart(currentLoop);
+            }
+
+            for (int i = 0; i < frameCount && i < triggeredFrames.Length; i++)
+            {
+                if (!triggeredFrames[i] && currentFrame >= activeFrames[i])
+                {
+                    skillBase.OnMiddleFrameEnd(currentLoop, triggerCount++);
+                    triggeredFrames[i] = true;
+                }
+            }
+
+            bool allTriggered = Array.TrueForAll(triggeredFrames, x => x);
+
+            if (allTriggered && currentLoop < loopCount)
+            {
+                currentLoop++;
+                Array.Clear(triggeredFrames, 0, frameCount);
+                middleStarted = false;
+
+                if (currentLoop < loopCount)
+                {
+                    if (BattleConst.skillMotionFps > 0)
+                    {
+                        if (hasAnim)
+                            skillTrack.TrackTime = skillConfig.StartupFrames / BattleConst.skillMotionFps;
+                        else
+                            startTime = Time.time - (skillConfig.StartupFrames / BattleConst.skillMotionFps);
+                    }
+                    beginTriggered = false;
+                }
+                else
+                {
+                    finalStarted = false;
+                    finalEnded = false;
+                }
+            }
+
+            if (currentLoop >= loopCount)
+            {
+                if (!finalStarted && currentFrame >= recoveryFrame)
+                {
+                    finalStarted = true;
+                    skillBase.OnFinalFrameStart();
+                }
+                if (finalStarted && !finalEnded && currentFrame >= recoveryFrame)
+                {
+                    finalEnded = true;
+                    if (!isSubSkill)
+                    {
+                        playingSkillAnim = false;
+                    }
+                    RemoveAction(frameHandler);
+                    onComplete?.Invoke();
+                    skillBase.OnFinalFrameEnd();
+                }
+            }
+        };
+
+        AddAction(frameHandler);
+        return skillTrack;
     }
     
-    
-    /// <summary>
-    /// 璁剧疆鍔ㄧ敾浜嬩欢鐩戝惉
-    /// </summary>
+    private Spine.Animation FindAnim(string animName)
+    {
+        if (string.IsNullOrEmpty(animName)) return null;
+
+        Spine.Animation targetAnim = skeleton.Data.FindAnimation(animName);
+        if (targetAnim == null && skeleton.Data.Animations != null)
+        {
+            for (int i = 0; i < skeleton.Data.Animations.Count; i++)
+            {
+                var anim = skeleton.Data.Animations.Items[i];
+                if (anim?.Name != null && anim.Name.ToLower() == animName.ToLower())
+                {
+                    targetAnim = anim;
+                    break;
+                }
+            }
+        }
+
+        if (targetAnim == null)
+            Debug.LogError($"鎵句笉鍒板姩鐢�: {animName}");
+
+        return targetAnim;
+    }
+
+    private void PlaySkillNoAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete, bool isSubSkill) => 
+        ExecuteSkillAnim(skillConfig, skillBase, onComplete, null, false, isSubSkill);
+
     protected virtual void SetupAnimationHandlers()
     {
-        if (spineAnimationState == null) return;
-
-        // 鐩戝惉鍔ㄧ敾瀹屾垚浜嬩欢
-        spineAnimationState.Complete += OnAnimationComplete;
+        if (animState != null)
+            animState.Complete += OnAnimationComplete;
     }
 
-    /// <summary>
-    /// 鍔ㄧ敾瀹屾垚浜嬩欢澶勭悊
-    /// </summary>
     protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
     {
-        string animation = trackEntry.Animation.Name;
+        if (trackEntry?.Animation?.Name == null) return;
+        
+        string animName = trackEntry.Animation.Name.ToLower();
 
-        // 鏀诲嚮鍔ㄧ敾瀹屾垚鍚庢仮澶嶅埌寰呮満鐘舵��
-        if (AttackMotionList.Contains(animation))
+        if (AttackMotionList.Contains(animName))
         {
             OnAttackAnimationComplete?.Invoke();
             PlayAnimation(MotionName.idle, true);
         }
-        // 鍙椾激鍔ㄧ敾瀹屾垚鍚庢仮澶嶅埌寰呮満鐘舵�� 鍙兘瑙﹀彂澶氭 鍥犱负鏈夊娈垫敾鍑荤殑瀛樺湪
-        else if (animation == MotionName.hit.ToString())
+        else if (animName == MotionName.hit.ToString().ToLower())
         {
             OnHitAnimationComplete?.Invoke();
             PlayAnimation(MotionName.idle, true);
         }
-        onAnimationComplete?.Invoke((MotionName)Enum.Parse(typeof(MotionName), animation));
         
-        // 鍙皟鐢ㄦ湰娆rackEntry鐨勫洖璋�
-        if (trackEntryCompleteDict.TryGetValue(trackEntry, out var cb))
+        if (trackEntryCallbacks.TryGetValue(trackEntry, out var callback))
         {
-            cb?.Invoke();
-            trackEntryCompleteDict.Remove(trackEntry);
+            trackEntryCallbacks.Remove(trackEntry);
+            callback?.Invoke();
         }
     }
-    
 
     public virtual void Run()
     {
+        for (int i = runningActions.Count - 1; i >= 0; i--)
+            runningActions[i]?.Invoke();
 
+        illusionShadow?.Run();
     }
 
     public virtual void Pause()
     {
-        if (currentTrackEntry != null)
-            currentTrackEntry.TimeScale = 0f;
+        if (animState != null) animState.TimeScale = 0f;
+        if (skeletonAnim != null) skeletonAnim.timeScale = 0f;
     }
 
     public virtual void Resume()
     {
-        if (currentTrackEntry != null)
-            currentTrackEntry.TimeScale = 1f;
+        if (animState != null) animState.TimeScale = MotionTimeScale;
+        if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale;
     }
 
-    #endregion
-    
+    public void HaveRest()
+    {
+        trackEntryCallbacks.Clear();
+        runningActions.Clear();
+        playingSkillAnim = false;
+        PlayAnimation(MotionName.idle, true);
+    }
+
+    public void SetSpeedRatio(float ratio)
+    {
+        MotionTimeScale = ratio;
+        if (animState != null) animState.TimeScale = ratio;
+        if (skeletonAnim != null) skeletonAnim.timeScale = ratio;
+    }
+
+    public void ShowIllusionShadow(bool isVisible)
+    {
+        if (illusionShadow != null)
+        {
+            illusionShadow.SetSkeletonAnimation(skeletonAnim);
+            illusionShadow.Show(isVisible);
+        }
+    }
 }
\ No newline at end of file

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