From ed98029a88cd89702980ac7c40b711afddc5aeb2 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 20 十一月 2025 14:44:59 +0800
Subject: [PATCH] Merge branch 'master' of http://mobile.secondworld.net.cn:10010/r/Project_SG_scripts

---
 Main/System/Battle/Motion/MotionBase.cs |  730 ++++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 530 insertions(+), 200 deletions(-)

diff --git a/Main/System/Battle/Motion/MotionBase.cs b/Main/System/Battle/Motion/MotionBase.cs
index 9c2fddb..9539668 100644
--- a/Main/System/Battle/Motion/MotionBase.cs
+++ b/Main/System/Battle/Motion/MotionBase.cs
@@ -1,247 +1,577 @@
 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 class WaitingTask
+    public float MotionTimeScale = 1f;
+    public static List<string> AttackMotionList = new List<string>
     {
-        public List<int> triggerFrame;
-        public MotionName motionName;
-        public int currentFrame;
-        public Action<MotionName, int> callback;
+        MotionName.attack.ToString().ToLower(),
+        MotionName.angerSkill.ToString().ToLower(),
+        MotionName.passiveSkill.ToString().ToLower(),
+    };
 
-        public WaitingTask(List<int> triggerFrame, MotionName motionName, Action<MotionName, int> _callback)
+    private Dictionary<Spine.TrackEntry, Action> trackEntryCallbacks = new Dictionary<Spine.TrackEntry, Action>();
+    public Action OnAttackAnimationComplete;
+    public Action OnHitAnimationComplete;
+    private List<Action> runningActions = new List<Action>();
+
+    public SkeletonAnimation skeletonAnim;
+    protected Spine.AnimationState animState;
+    protected Spine.Skeleton skeleton;
+    protected float defaultMixDuration = 0f;
+    private Spine.TrackEntry currentTrack;
+    private Dictionary<int, Spine.TrackEntry> activeSkillTracks = new Dictionary<int, Spine.TrackEntry>();
+    
+    // 瀛愭妧鑳借建閬撴睜绠$悊锛堝湪Init涓垵濮嬪寲锛屼笉瑕佸湪杩欓噷鍒濆鍖栵級
+    private Queue<int> availableSubTracks;
+    private Dictionary<SkillBase, int> subSkillTrackMap = new Dictionary<SkillBase, int>();
+    
+    private SkeletonIllusionShadow illusionShadow;
+    private bool playingSkillAnim = false;
+
+    private bool isUnderControl = false;
+
+    private float pauseTime = 0f;
+    private float resumeTime = 0f;
+
+    // 鏂板锛氱疮绉殏鍋滄椂闀匡紝鐢ㄤ簬瀵归潪鍔ㄧ敾璺緞(Time.time)杩涜绋冲畾鐨勬椂闂翠慨姝�
+    private float pausedAccumulated = 0f;
+    private float pauseStart = 0f;
+
+    public virtual void Init(SkeletonAnimation skelAnim)
+    {
+        skeletonAnim = skelAnim;
+        if (skeletonAnim == null)
         {
-            this.triggerFrame = triggerFrame;
-            this.motionName = motionName;
-            this.currentFrame = 0;
-            this.callback = _callback;
+            BattleDebug.LogError("缂哄皯SkeletonGraphic缁勪欢!");
+            return;
         }
 
-        public bool IsFinished()
+        animState = skeletonAnim.AnimationState;
+        skeletonAnim.timeScale = MotionTimeScale;
+        skeleton = skeletonAnim.Skeleton;
+
+        if (animState != null)
+            animState.Data.DefaultMix = defaultMixDuration;
+
+        // 鍒濆鍖栧瓙鎶�鑳借建閬撴睜
+        availableSubTracks = new Queue<int>();
+        for (int i = 1; i <= 8; i++)
+            availableSubTracks.Enqueue(i);
+
+        PlayAnimation(MotionName.idle, true);
+        SetupAnimationHandlers();
+        
+        if (skelAnim.gameObject != null)
+            illusionShadow = skelAnim.gameObject.AddMissingComponent<SkeletonIllusionShadow>();
+    }
+    
+    public virtual void Release()
+    {
+        trackEntryCallbacks.Clear();
+        activeSkillTracks.Clear();
+        availableSubTracks?.Clear();
+        subSkillTrackMap.Clear();
+        if (animState != null)
         {
-            return triggerFrame.Count <= 0;
+            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;
         }
 
-        public void Run()
+        currentTrack = animState.SetAnimation(0, motionName.ToString(), loop);
+        if (onComplete != null && currentTrack != null)
+            trackEntryCallbacks[currentTrack] = onComplete;
+
+        return currentTrack;
+    }
+
+    public virtual Spine.TrackEntry PlayDeadAnimation(Action onComplete = null)
+    {
+        if (animState == null) return null;
+        
+        // 浣跨敤杞ㄩ亾9浣滀负姝讳骸鍔ㄧ敾涓撶敤杞ㄩ亾锛堢嫭绔嬩簬涓昏建閬�0鍜屽瓙鎶�鑳借建閬�1-8锛�
+        const int deathTrackIndex = 9;
+        
+        // 娓呴櫎姝讳骸杞ㄩ亾涓婄殑鍥炶皟
+        if (activeSkillTracks.TryGetValue(deathTrackIndex, out var oldDeathTrack))
         {
-            if (triggerFrame.Count > 0)
+            if (trackEntryCallbacks.ContainsKey(oldDeathTrack))
+                trackEntryCallbacks.Remove(oldDeathTrack);
+        }
+        
+        Spine.Animation deadAnim = FindAnim(MotionName.dead.ToString());
+        if (deadAnim == null)
+        {
+            Debug.LogError("鎵句笉鍒版浜″姩鐢�");
+            onComplete?.Invoke();
+            return null;
+        }
+        
+        Spine.TrackEntry deathTrack = animState.SetAnimation(deathTrackIndex, deadAnim, false);
+        
+        if (deathTrack != null)
+        {
+            activeSkillTracks[deathTrackIndex] = deathTrack;
+            
+            if (onComplete != null)
+                trackEntryCallbacks[deathTrack] = onComplete;
+        }
+        
+        return deathTrack;
+    }
+
+    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;
+        }
+
+        // 濡傛灉娌℃湁鍔ㄧ敾鍚嶇О锛屼娇鐢ㄦ棤鍔ㄧ敾妯″紡
+        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)
+    {
+        bool isPangdeSkill = 1003020 == skillConfig.SkillID;
+
+        int loopCount = skillConfig.LoopCount;
+        int[] activeFrames = skillConfig.ActiveFrames ?? new int[0];
+        int frameCount = activeFrames.Length;
+        float recoveryFrame = skillConfig.RecoveryFrames;
+
+        // 杞ㄩ亾鍒嗛厤绛栫暐锛氫富鎶�鑳界敤 track 0锛屽瓙鎶�鑳戒粠杞ㄩ亾姹犲垎閰�
+        int trackIndex = 0;
+        if (isSubSkill)
+        {
+            if (availableSubTracks != null && availableSubTracks.Count > 0)
             {
-                currentFrame ++;
-                
-                if (currentFrame >= triggerFrame[0])
+                trackIndex = availableSubTracks.Dequeue();
+                subSkillTrackMap[skillBase] = trackIndex;
+            }
+            else
+            {
+                // 杞ㄩ亾姹犺�楀敖鎴栨湭鍒濆鍖栵紝鍥為��鍒版棤鍔ㄧ敾妯″紡
+                Debug.LogWarning($"瀛愭妧鑳借建閬撴睜宸叉弧鎴栨湭鍒濆鍖栵紝鎶�鑳絳skillConfig.SkillID}浣跨敤鏃犲姩鐢绘ā寮�");
+                PlaySkillNoAnim(skillConfig, skillBase, onComplete, isSubSkill);
+                return null;
+            }
+        }
+        
+        Spine.TrackEntry skillTrack = null;
+        
+        if (hasAnim)
+        {
+            skillTrack = animState.SetAnimation(trackIndex, targetAnim, false);
+            if (null == skillTrack)
+            {
+                Debug.LogError($"鎶�鑳� {skillConfig.SkillID} 鍔ㄧ敾璁剧疆澶辫触");
+                // 濡傛灉鏄瓙鎶�鑳戒笖鍒嗛厤浜嗚建閬擄紝闇�瑕佸洖鏀�
+                if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
                 {
-                    triggerFrame.RemoveAt(0);
-                    callback?.Invoke(motionName, currentFrame);
+                    if (availableSubTracks != null)
+                        availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+                    subSkillTrackMap.Remove(skillBase);
+                }
+                return null;
+            }
+            
+            // 鍙湁涓绘妧鑳芥墠鏇存柊 currentTrack
+            if (!isSubSkill)
+                currentTrack = skillTrack;
+            
+            activeSkillTracks[trackIndex] = skillTrack;
+        }
+        
+        playingSkillAnim = true;
+
+        int currentLoop = 0, triggerCount = 0, failCount = 0;
+        bool beginTriggered = false, finalStarted = false, finalEnded = false, middleStarted = false;
+        bool[] triggeredFrames = new bool[frameCount];
+
+        // 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�"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();
+
+        Action frameHandler = null;
+        frameHandler = () =>
+        {
+            if (skillBase.IsFinished())
+            {
+                // 娓呯悊骞堕��鍑猴紙淇濊瘉鐘舵�佷竴鑷达級
+                if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
+                {
+                    if (activeSkillTracks[trackIndex] == skillTrack)
+                        activeSkillTracks.Remove(trackIndex);
+                }
+                
+                // 鍥炴敹瀛愭妧鑳借建閬�
+                if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+                {
+                    if (availableSubTracks != null)
+                        availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+                    subSkillTrackMap.Remove(skillBase);
+                }
+                
+                // 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;
+            }
+
+            float trackTime = 0f;
+
+            if (hasAnim)
+            {
+                trackTime = skillTrack.TrackTime;
+            }
+            else
+            {
+                // 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
+
+                // 閫昏緫杩愯鏃堕棿 = 褰撳墠鏃堕棿 - startTime - 鏈妧鑳藉凡鏆傚仠鏃堕暱
+                trackTime = (adjustedTime - startTime - thisSkillPaused) * MotionTimeScale;
+            }
+
+            float currentFrame = trackTime * BattleConst.skillMotionFps;
+
+            if (hasAnim)
+            {
+                // 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);
+                    
+                    // 鍥炴敹瀛愭妧鑳借建閬�
+                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+                    {
+                        if (availableSubTracks != null)
+                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+                        subSkillTrackMap.Remove(skillBase);
+                    }
+                    
+                    if (activeSkillTracks.Count == 0)
+                        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);
+                    if (activeSkillTracks.ContainsKey(trackIndex))
+                        activeSkillTracks.Remove(trackIndex);
+                    
+                    // 鍥炴敹瀛愭妧鑳借建閬�
+                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+                    {
+                        if (availableSubTracks != null)
+                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+                        subSkillTrackMap.Remove(skillBase);
+                    }
+                    
+                    if (activeSkillTracks.Count == 0)
+                        playingSkillAnim = false;
+                    return;
+                }
+            }
+
+            // 鍚勯樁娈靛洖璋冿紙鍘熸湁閫昏緫锛�
+            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
+                        {
+                            // 涓轰笅涓� loop 閲嶇疆 startTime锛屽苟涓旀洿鏂� pausedAccumulatedAtStart锛堜互淇濇寔鍩虹嚎锛�
+                            startTime = Time.time - (skillConfig.StartupFrames / BattleConst.skillMotionFps);
+                            pausedAccumulatedAtStart = pausedAccumulated;
+                        }
+                    }
+                    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;
+
+                    // 娓呯悊鎶�鑳借建閬�
+                    if (skillTrack != null && activeSkillTracks.ContainsKey(trackIndex))
+                    {
+                        if (activeSkillTracks[trackIndex] == skillTrack)
+                            activeSkillTracks.Remove(trackIndex);
+                    }
+
+                    // 鍥炴敹瀛愭妧鑳借建閬�
+                    if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase))
+                    {
+                        if (availableSubTracks != null)
+                            availableSubTracks.Enqueue(subSkillTrackMap[skillBase]);
+                        subSkillTrackMap.Remove(skillBase);
+                    }
+
+                    // 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();
+                    skillBase.OnFinalFrameEnd();
+                }
+            }
+        };
+
+        AddAction(frameHandler);
+        return skillTrack;
+    }
+    
+    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;
     }
 
-    // 鍔ㄧ敾浜嬩欢
-    public Action OnAttackAnimationComplete;
-    public Action OnHitAnimationComplete;
-    public Action<int> OnAttackHitEvent; //trigger index
+    private void PlaySkillNoAnim(SkillConfig skillConfig, SkillBase skillBase, Action onComplete, bool isSubSkill) => 
+        ExecuteSkillAnim(skillConfig, skillBase, onComplete, null, false, isSubSkill);
 
-    #region 缁勪欢寮曠敤
-    
-    protected SkeletonGraphic skeletonGraphic;
-    protected Spine.AnimationState spineAnimationState;
-    protected Spine.Skeleton skeleton;
-    
-    #endregion
-    
-    #region 鍔ㄧ敾璁剧疆
-    
-    // 鍔ㄧ敾娣峰悎鏃堕棿
-    protected float defaultMixDuration = 0.2f;
-    
-    #endregion
-    
-    protected List<WaitingTask> waitingTaskList = new List<WaitingTask>();
-    protected List<WaitingTask> removeList = new List<WaitingTask>();
-
-    #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)
-    {
-        this.skeletonGraphic = skeletonGraphic;
-        
-        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!");
-        }
-    }
-    
-    #endregion
-    
-    #region 鍔ㄧ敾鎺у埗
-    
-    /// <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>
-    /// <returns>鍔ㄧ敾杞ㄩ亾鏉$洰</returns>
-    public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop)
-    {
-        if (spineAnimationState == null) return null;
-        
-        // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
-        return spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
-    }
-    
-    /// <summary>
-    /// 鎾斁鎸囧畾鍔ㄧ敾锛堜娇鐢ㄥ瓧绗︿覆鍚嶇О锛�
-    /// </summary>
-    /// <param name="animationName">鍔ㄧ敾鍚嶇О</param>
-    /// <param name="loop">鏄惁寰幆</param>
-    /// <returns>鍔ㄧ敾杞ㄩ亾鏉$洰</returns>
-    public virtual Spine.TrackEntry PlayAnimation(string animationName, bool loop)
-    {
-        if (spineAnimationState == null) return null;
-        
-        return spineAnimationState.SetAnimation(0, animationName, loop);
-    }
-    
-    /// <summary>
-    /// 娣诲姞鍔ㄧ敾鍒伴槦鍒�
-    /// </summary>
-    /// <param name="motionName">鍔ㄧ敾鏋氫妇</param>
-    /// <param name="loop">鏄惁寰幆</param>
-    /// <param name="delay">寤惰繜鏃堕棿</param>
-    /// <returns>鍔ㄧ敾杞ㄩ亾鏉$洰</returns>
-    public virtual Spine.TrackEntry AddAnimation(MotionName motionName, bool loop, float delay)
-    {
-        if (spineAnimationState == null) return null;
-        
-        // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
-        return spineAnimationState.AddAnimation(0, motionName.ToString(), loop, delay);
-    }
-    
-    /// <summary>
-    /// 娣诲姞鍔ㄧ敾鍒伴槦鍒楋紙浣跨敤瀛楃涓插悕绉帮級
-    /// </summary>
-    /// <param name="animationName">鍔ㄧ敾鍚嶇О</param>
-    /// <param name="loop">鏄惁寰幆</param>
-    /// <param name="delay">寤惰繜鏃堕棿</param>
-    /// <returns>鍔ㄧ敾杞ㄩ亾鏉$洰</returns>
-    public virtual Spine.TrackEntry AddAnimation(string animationName, bool loop, float delay)
-    {
-        if (spineAnimationState == null) return null;
-        
-        return spineAnimationState.AddAnimation(0, animationName, loop, delay);
-    }
-    
-    /// <summary>
-    /// 璁剧疆鍔ㄧ敾浜嬩欢鐩戝惉
-    /// </summary>
     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;
-        
-        // 鏀诲嚮鍔ㄧ敾瀹屾垚鍚庢仮澶嶅埌寰呮満鐘舵��
-        if (animation == MotionName.atk1.ToString() || 
-            animation == MotionName.atk2.ToString())
+        if (trackEntry?.Animation?.Name == null) return;
+
+        string animName = trackEntry.Animation.Name.ToLower();
+
+        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��
-        else if (animation == MotionName.hit.ToString())
+        else if (animName == MotionName.hit.ToString().ToLower())
         {
             OnHitAnimationComplete?.Invoke();
             PlayAnimation(MotionName.idle, true);
         }
+
+        if (trackEntryCallbacks.TryGetValue(trackEntry, out var callback))
+        {
+            trackEntryCallbacks.Remove(trackEntry);
+            callback?.Invoke();
+        }
+    }
+
+    public void SetControledAnimation()
+    {
+        //  鍙楀埌纭帶鐨勬椂鍊欙紝淇濇寔鍙楀嚮鍔ㄧ敾鐨勭涓夊抚锛岀洿鍒版帶鍒剁粨鏉� 鎴栬�呮渶鍚庝竴鍑绘浜★紝绉婚櫎鎺у埗鏁堟灉鍚庯紝鎭㈠鍒板緟鏈虹姸鎬佹垨鑰呮挱鏀炬浜″姩鐢�
+        //  杩欓噷鏄彈鍒扮‖鎺ф椂鍊� 闇�瑕佽〃鐜扮殑鍔ㄧ敾
+
+        var entry = PlayAnimation(MotionName.hit, false);
+        float threeFrameTrackTime = 3f / BattleConst.skillMotionFps;
+        entry.TrackTime = threeFrameTrackTime;
+        entry.TimeScale = 0;
+
+        isUnderControl = true;
+
     }
     
-    /// <summary>
-    /// 鍔ㄧ敾浜嬩欢澶勭悊
-    /// </summary>
-    protected virtual void OnTriggerHitEvent(MotionName motionName, int hitIndex)
+    public void CancelControledAnimation()
     {
-        OnAttackHitEvent?.Invoke(hitIndex);
-    }
-
-    //  鎷撳睍浜嗘挱鏀惧姩鐢绘柟娉曪紝娣诲姞浜嗚Е鍙戝抚鐨勫姛鑳斤紝鍦ㄦ敾鍑诲姩鐢讳腑澶氭鏀诲嚮鐨勮Е鍙戝抚
-    //  渚嬪锛氭敾鍑诲姩鐢绘湁涓夋锛岀涓�娈垫敾鍑诲湪绗�1甯цЕ鍙戯紝绗簩娈垫敾鍑诲湪绗�10甯цЕ鍙戯紝绗笁娈垫敾鍑诲湪绗�20甯цЕ鍙�
-    //  閭d箞triggerFrame灏卞簲璇ユ槸[1, 10, 20]
-    public virtual void PlayAnimationEx(MotionName motionName, bool loop, List<int> triggerFrame = null)
-    {
-        PlayAnimation(motionName, loop);
-        if (triggerFrame != null && triggerFrame.Count >= 0)
-        {
-            AddWaitingTask(triggerFrame, motionName);
-        }
-    }
-
-    protected void AddWaitingTask(List<int> triggerFrame, MotionName motionName)
-    {
-        if (triggerFrame != null && triggerFrame.Count > 0)
-        {
-            WaitingTask waitingTask = new WaitingTask(triggerFrame, motionName, OnTriggerHitEvent);
-            waitingTaskList.Add(waitingTask);
-        }
+        //  纭帶缁撴潫锛屾仮澶嶅姩鐢绘挱鏀�
+        isUnderControl = false;
+        PlayAnimation(MotionName.idle, true);
     }
 
     public virtual void Run()
     {
-        foreach (WaitingTask waitingTask in waitingTaskList)
-        {
-            waitingTask.Run();
+        for (int i = runningActions.Count - 1; i >= 0; i--)
+            runningActions[i]?.Invoke();
 
-            if (waitingTask.IsFinished())
-            {
-                removeList.Add(waitingTask);
-            }
-        }
-
-        foreach (WaitingTask waitingTask in removeList)
-        {
-            waitingTaskList.Remove(waitingTask);
-        }
-
-        removeList.Clear();
+        illusionShadow?.Run();
     }
-    #endregion
-    
+
+    public virtual void Pause()
+    {
+        if (skeletonAnim != null) skeletonAnim.timeScale = 0f;
+
+        // 璁板綍鍗曟鏆傚仠寮�濮嬫椂鍒�
+        pauseStart = Time.time;
+        // 鍏煎鏃у瓧娈碉紙淇濈暀浣嗕笉鍐嶇敤浜庣疮绉�昏緫锛�
+        pauseTime = Time.time;
+    }
+
+    public virtual void Resume()
+    {
+        if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale;
+
+        // 绱Н鏆傚仠鏃堕暱锛堝鏋滄浘璁板綍杩� pauseStart锛�
+        if (pauseStart > 0f)
+        {
+            pausedAccumulated += (Time.time - pauseStart);
+            pauseStart = 0f;
+        }
+
+        // 淇濇寔鏃у瓧娈典互鍏煎鐜版湁浠g爜锛堜絾瀹為檯鏃堕棿淇浣跨敤 pausedAccumulated锛�
+        resumeTime = Time.time;
+    }
+
+    public void HaveRest()
+    {
+        trackEntryCallbacks.Clear();
+        runningActions.Clear();
+        activeSkillTracks.Clear();
+        
+        // 閲嶇疆瀛愭妧鑳借建閬撴睜
+        if (availableSubTracks == null)
+            availableSubTracks = new Queue<int>();
+        else
+            availableSubTracks.Clear();
+            
+        subSkillTrackMap.Clear();
+        for (int i = 1; i <= 8; i++)
+            availableSubTracks.Enqueue(i);
+        
+        playingSkillAnim = false;
+        PlayAnimation(MotionName.idle, true);
+    }
+
+    public void SetSpeedRatio(float ratio)
+    {
+        MotionTimeScale = ratio;
+        if (skeletonAnim != null) skeletonAnim.timeScale = ratio;
+    }
+
+    public void ShowIllusionShadow(bool isVisible, Color color = default)
+    {
+        if (illusionShadow != null)
+        {
+            illusionShadow.SetSkeletonAnimation(skeletonAnim);
+            illusionShadow.Show(isVisible, color);
+        }
+    }
 }
\ No newline at end of file

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