From fd7c869ce33347cd708f14e2da853f857541ae98 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期四, 07 八月 2025 15:25:47 +0800
Subject: [PATCH] 125 【战斗】战斗系统 新增两个实用函数 以及修改原来战锤使用错 判断物品数量函数的问题
---
Main/System/Hero/UIHeroController.cs | 106 ++++++++++++++++++++++++++++++++---------------------
1 files changed, 64 insertions(+), 42 deletions(-)
diff --git a/Main/System/Hero/UIHeroController.cs b/Main/System/Hero/UIHeroController.cs
index 2891565..20fd6af 100644
--- a/Main/System/Hero/UIHeroController.cs
+++ b/Main/System/Hero/UIHeroController.cs
@@ -1,67 +1,89 @@
+using System;
using Spine.Unity;
using UnityEngine;
-
+using UnityEngine.Events;
+using UnityEngine.EventSystems;
public class UIHeroController : MonoBehaviour
{
- public static UIHeroController Create(HeroSkinConfig skinCfg, Transform _parent = null)
- {
- // GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", skinCfg == null ? "Hero_001" : skinCfg.SpineRes);
- GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001");
- GameObject instanceGO = null;
- if (_parent != null)
- {
- instanceGO = GameObject.Instantiate(battleGO, _parent);
- }
- else
- {
- instanceGO = GameObject.Instantiate(battleGO);
- }
- UIHeroController heroController = instanceGO.AddMissingComponent<UIHeroController>();
- return heroController;
- }
-
+ private GameObjectPoolManager.GameObjectPool pool;
+ private int skinID;
protected SkeletonGraphic skeletonGraphic;
protected Spine.AnimationState spineAnimationState;
+ private GameObject instanceGO;
- private Spine.TrackEntry currentTrackEntry;
-
- void Awake()
+ private Action onComplete;
+ public void Create(int _skinID, float scale = 1f, Action _onComplete = null)
{
- skeletonGraphic = gameObject.GetComponentInChildren<SkeletonGraphic>(true);
- spineAnimationState = skeletonGraphic.AnimationState;
- PlayAnimation(MotionName.idle, true);
+ 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);
+ 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;
+ PlayAnimation(MotionName.idle, true);
+ spineAnimationState.Complete -= OnAnimationComplete;
spineAnimationState.Complete += OnAnimationComplete;
}
- void Destroy()
+
+
+
+ protected void OnDestroy()
{
- spineAnimationState.Complete -= OnAnimationComplete;
+ if (spineAnimationState != null)
+ {
+ spineAnimationState.Complete -= OnAnimationComplete;
+ }
+ if (pool != null)
+ pool.Release(instanceGO);
+ skeletonGraphic = null;
+ pool = null;
}
- public virtual Spine.TrackEntry PlayAnimation(MotionName motionName, bool loop = false)
+ public virtual void PlayAnimation(MotionName motionName, bool loop = false)
{
- if (spineAnimationState == null) return null;
+ if (spineAnimationState == null) return;
- // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
- currentTrackEntry = spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
- return currentTrackEntry;
+ // 鐩存帴浣跨敤 ToString() 鑰屼笉鏄皟鐢� GetAnimationName
+ spineAnimationState.SetAnimation(0, motionName.ToString(), loop);
}
- /// <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;
- PlayAnimation(MotionName.idle, true);
+ /// <summary>
+ /// 鍔ㄧ敾瀹屾垚浜嬩欢澶勭悊
+ /// </summary>
+ protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry)
+ {
+ onComplete?.Invoke();
}
- protected void OnClick()
- {
- PlayAnimation(MotionName.attack);
- }
}
\ No newline at end of file
--
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