using System; using Spine.Unity; using UnityEngine; public class UIHeroController : MonoBehaviour { private GameObjectPoolManager.GameObjectPool pool; private int skinID; protected SkeletonGraphic skeletonGraphic; protected Spine.AnimationState spineAnimationState; private GameObject instanceGO; private Action onComplete; public void Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false) { if (skinID == _skinID) { //避免重复创建 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 的Pivot Y是0,让instanceGO 居中 instanceGO.transform.localPosition = new Vector3(0, instanceGO.GetComponent().sizeDelta.y * 0.5f); //instanceGO.transform.localPosition = Vector3.zero; instanceGO.transform.localScale = Vector3.one; instanceGO.transform.localRotation = Quaternion.identity; } skeletonGraphic = instanceGO.GetComponentInChildren(true); var skinConfig = HeroSkinConfig.Get(skinID); if (isLh) { skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset("Hero/SpineRes/", skinConfig.Tachie); } else { skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset("Hero/SpineRes/", skinConfig.SpineRes); } if (skeletonGraphic.skeletonDataAsset == null) { transform.SetActive(false); if (pool != null) pool.Release(instanceGO); skeletonGraphic = null; Destroy(instanceGO); Debug.LogError("未配置spine"); return; } 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; } 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; // 直接使用 ToString() 而不是调用 GetAnimationName spineAnimationState.SetAnimation(0, motionName.ToString(), loop); } // 播放第一个动画(作为默认动画) string GetFistSpineAnim() { var skeletonData = skeletonGraphic.Skeleton.Data; if (skeletonData.Animations.Count > 0) { return skeletonData.Animations.Items[0].Name; } else { Debug.LogError("Spine 数据中没有找到任何动画!武将皮肤:" + skinID); } return ""; } /// /// 动画完成事件处理 /// protected virtual void OnAnimationComplete(Spine.TrackEntry trackEntry) { onComplete?.Invoke(); } }