using System; using System.Collections.Generic; using UnityEngine; using Spine.Unity; public class MotionBase { public static float MotionTimeScale = 1f; public static List AttackMotionList = new List { MotionName.attack.ToString().ToLower(), MotionName.angerSkill.ToString().ToLower(), MotionName.passiveSkill.ToString().ToLower(), }; private Dictionary trackEntryCallbacks = new Dictionary(); public Action OnAttackAnimationComplete; public Action OnHitAnimationComplete; private List runningActions = new List(); public SkeletonAnimation skeletonAnim; protected Spine.AnimationState animState; protected Spine.Skeleton skeleton; protected float defaultMixDuration = 0f; private Spine.TrackEntry currentTrack; private SkeletonIllusionShadow illusionShadow; private bool playingSkillAnim = false; public virtual void Init(SkeletonAnimation skelAnim) { skeletonAnim = skelAnim; if (skeletonAnim == null) { BattleDebug.LogError("缺少SkeletonGraphic组件!"); 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 (skelAnim.gameObject != null) illusionShadow = skelAnim.gameObject.AddMissingComponent(); } public virtual void Release() { trackEntryCallbacks.Clear(); if (animState != 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("技能配置为空,无法播放技能动画"); return null; } if (animState == null || skeleton == null) { Debug.LogError("SkeletonGraphic或AnimationState未初始化,无法播放技能动画"); 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; } playingSkillAnim = true; 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; skillBase.OnSkillStart(); Action frameHandler = null; frameHandler = () => { if (skillBase.IsFinished()) { playingSkillAnim = false; RemoveAction(frameHandler); return; } float currentFrame = 0f; if (BattleConst.skillMotionFps > 0) currentFrame = hasAnim ? (skillTrack.TrackTime * skillTrack.TimeScale * BattleConst.skillMotionFps) : ((Time.time - startTime) * MotionTimeScale * BattleConst.skillMotionFps); if (hasAnim) { if (currentTrack != skillTrack) { Debug.LogError("技能动画被打断,强制结束 " + skillConfig.SkillID); skillBase.ForceFinished(); RemoveAction(frameHandler); playingSkillAnim = false; return; } if (skillTrack.TrackTime == 0) failCount++; if (failCount > 100) { Debug.LogError("技能动画播放失败,强制结束 " + skillConfig.SkillID); skillBase.ForceFinished(); RemoveAction(frameHandler); playingSkillAnim = false; return; } } 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; } 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($"找不到动画: {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 (animState != null) animState.Complete += OnAnimationComplete; } protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry) { if (trackEntry?.Animation?.Name == null) return; string animName = trackEntry.Animation.Name.ToLower(); if (AttackMotionList.Contains(animName)) { OnAttackAnimationComplete?.Invoke(); PlayAnimation(MotionName.idle, true); } 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 virtual void Run() { for (int i = runningActions.Count - 1; i >= 0; i--) runningActions[i]?.Invoke(); illusionShadow?.Run(); } public virtual void Pause() { if (animState != null) animState.TimeScale = 0f; if (skeletonAnim != null) skeletonAnim.timeScale = 0f; } public virtual void Resume() { if (animState != null) animState.TimeScale = MotionTimeScale; if (skeletonAnim != null) skeletonAnim.timeScale = MotionTimeScale; } 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); } } }