From cec8b67d82c2c2c1662d55c818c4a46bcc0487db Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期一, 25 八月 2025 17:36:02 +0800
Subject: [PATCH] 125 【战斗】战斗系统 战斗技能
---
Main/System/Hero/UIHeroController.cs | 118 ++++++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 84 insertions(+), 34 deletions(-)
diff --git a/Main/System/Hero/UIHeroController.cs b/Main/System/Hero/UIHeroController.cs
index dde8706..1b11019 100644
--- a/Main/System/Hero/UIHeroController.cs
+++ b/Main/System/Hero/UIHeroController.cs
@@ -2,53 +2,103 @@
using System;
using Spine.Unity;
using UnityEngine;
-using UnityEngine.Events;
-using UnityEngine.EventSystems;
+
public class UIHeroController : MonoBehaviour
{
- public void Create(int _skinID, Action _onComplete = null)
- {
- skinID = _skinID;
- onComplete = _onComplete;
- GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001");
- GameObject instanceGO = null;
- if (!transform.gameObject.activeSelf)
- {
- transform.SetActive(true);
- }
- instanceGO = GameObject.Instantiate(battleGO, transform);
- skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
- var skinConfig = HeroSkinConfig.Get(skinID);
- skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes + "_SkeletonData");
- skeletonGraphic.Initialize(true);
- spineAnimationState = skeletonGraphic.AnimationState;
- PlayAnimation(MotionName.idle, true);
-
- spineAnimationState.Complete += OnAnimationComplete;
- }
+ private GameObjectPoolManager.GameObjectPool pool;
private int skinID;
protected SkeletonGraphic skeletonGraphic;
protected Spine.AnimationState spineAnimationState;
+ private GameObject instanceGO;
- private Spine.TrackEntry currentTrackEntry;
private Action onComplete;
-
-
-
- void Destroy()
+ public void Create(int _skinID, float scale = 1f, Action _onComplete = null, string motionName = "idle", bool isLh = false)
{
+ if (skinID == _skinID)
+ {
+ //閬垮厤閲嶅鍒涘缓
+ return;
+ }
+
+ skinID = _skinID;
+ onComplete = _onComplete;
+ pool = GameObjectPoolManager.Instance.RequestPool(UILoader.LoadPrefab("UIHero"));
+
+ if (!transform.gameObject.activeSelf)
+ {
+ transform.SetActive(true);
+ }
+ if (instanceGO == null)
+ {
+ instanceGO = pool.Request();
+ instanceGO.transform.SetParent(transform);
+ //transform 鐨凱ivot Y鏄�0锛岃instanceGO 灞呬腑
+ instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent<RectTransform>().sizeDelta.y * 0.5f);
+
+ //instanceGO.transform.localPosition = Vector3.zero;
+ instanceGO.transform.localScale = Vector3.one;
+ instanceGO.transform.localRotation = Quaternion.identity;
+ }
+
+ skeletonGraphic = instanceGO.GetComponentInChildren<SkeletonGraphic>(true);
+ var skinConfig = HeroSkinConfig.Get(skinID);
+ if (isLh)
+ {
+ skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.Tachie);
+ }
+ else
+ {
+ skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes);
+ }
+ skeletonGraphic.Initialize(true);
+ this.transform.localScale = Vector3.one * scale;
+ spineAnimationState = skeletonGraphic.AnimationState;
+ spineAnimationState.Data.DefaultMix = 0f;
+ if (motionName == "")
+ motionName = GetFistSpineAnim();
+ PlayAnimation(motionName, true);
spineAnimationState.Complete -= OnAnimationComplete;
+ spineAnimationState.Complete += OnAnimationComplete;
}
- public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop = false)
- {
- if (spineAnimationState == null) return null;
- // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
- currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
- return currentTrackEntry;
+
+ protected void OnDestroy()
+ {
+ if (spineAnimationState != null)
+ {
+ spineAnimationState.Complete -= OnAnimationComplete;
+ }
+ if (pool != null)
+ pool.Release(instanceGO);
+ skeletonGraphic = null;
+ pool = null;
+ }
+
+
+ public virtual void PlayAnimation(string motionName, bool loop = false)
+ {
+ if (spineAnimationState == null) return;
+
+ // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
+ spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
+ }
+
+ // 鎾斁绗竴涓姩鐢伙紙浣滀负榛樿鍔ㄧ敾锛�
+ string GetFistSpineAnim()
+ {
+ var skeletonData = skeletonGraphic.Skeleton.Data;
+ if (skeletonData.Animations.Count > 0)
+ {
+ return skeletonData.Animations.Items[0].Name;
+ }
+ else
+ {
+ Debug.LogError("Spine 鏁版嵁涓病鏈夋壘鍒颁换浣曞姩鐢伙紒姝﹀皢鐨偆锛�" + skinID);
+ }
+ return "";
}
/// <summary>
@@ -57,6 +107,6 @@
protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
{
onComplete?.Invoke();
- }
+ }
}
\ No newline at end of file
--
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