wancheng 完成,目前是打包不对

master
zxl 2024-04-11 10:17:57 +08:00
parent 35c0188ab8
commit 286940d6c8
97 changed files with 961 additions and 820 deletions

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@ -34,19 +34,19 @@ public class BossInfo : MonoBehaviour
transform.position = _birthPoint;
}
public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, Vector2 endPos, CancellationToken token)
{
// enter this room
foreach (var point in wayPoint)
{
await this.MoveAsync(point.position, token);
}
// enter room a point
await this.MoveAsync(endPos, token);
return true;
}
// public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, Vector2 endPos, CancellationToken token)
// {
// // enter this room
// foreach (var point in wayPoint)
// {
// await this.MoveAsync(point.position, token);
// }
//
// // enter room a point
// await this.MoveAsync(endPos, token);
//
// return true;
// }
public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, CancellationToken token)
{

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@ -9,32 +9,47 @@ namespace Game.Spine;
public interface ISpineAnimator
{
SkeletonAnimation skeletonAnimation { get; }
Action<TrackEntry> complete { get; set; }
void PlayAni(string animaName, bool isLoop);
UniTask<bool> PlayAniAsync(string animaName, bool isLoop = false);
UniTask<bool> PlayAniAsync(string animaName);
UniTask PlayAniAsync(string animaName, float time);
void StopAni();
}
public class SpineAnimator : MonoBehaviour, ISpineAnimator
{
[SerializeField] private SkeletonAnimation _skeletonAnimation;
private bool _isPlaying;
public SkeletonAnimation skeletonAnimation => this._skeletonAnimation;
private UniTask _task;
public Action<TrackEntry> complete { get; set; }
private void Start()
private void Awake()
{
if (this._skeletonAnimation == null)
throw new NullReferenceException();
// this._skeletonAnimation.skeletonDataAsset.defaultMix;
// this._skeletonAnimation.state.Complete += Finish;
complete = null;
_isPlaying = false;
}
private void Start()
{
this._skeletonAnimation.state.Complete += Finish;
this.StopAni();
}
private void OnDestroy()
{
this._skeletonAnimation.state.Complete -= Finish;
}
private void Finish(TrackEntry trackentry)
{
// Debug.Log("动画播放完成: " + trackentry.Animation.Name);
_isPlaying = false;
complete?.Invoke(trackentry);
}
public virtual void PlayAni(string animaName, bool isLoop = false)
@ -43,12 +58,42 @@ public class SpineAnimator : MonoBehaviour, ISpineAnimator
this._skeletonAnimation.loop = isLoop;
}
public async UniTask<bool> PlayAniAsync(string animaName, bool isLoop)
/// <summary>
/// 仅适用于一次性播放动画,循环动画勿用
/// </summary>
/// <param name="animaName"></param>
/// <returns></returns>
public async UniTask<bool> PlayAniAsync(string animaName)
{
await UniTask.Yield();
_isPlaying = true;
this._skeletonAnimation.loop = false;
this._skeletonAnimation.AnimationName = animaName;
while (_isPlaying)
{
await UniTask.Yield();
}
return false;
}
/// <summary>
/// 播放某个动画多少秒
/// </summary>
/// <param name="animaName"></param>
/// <param name="time"></param>
public async UniTask PlayAniAsync(string animaName, float time)
{
this._skeletonAnimation.loop = true;
this._skeletonAnimation.AnimationName = animaName;
float f = 0;
f = time * 1000;
await UniTask.Delay((int)f);
this._skeletonAnimation.loop = false;
StopAni();
}
public void StopAni()
{
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