using Spine.Unity; using UnityEngine; public enum TurretAnimType { None = 0, skeletonAnimation = 1, animation = 2, animator = 3 } public enum TurretState { None = 0, Idle = 1, Attack = 2, LaserStart = 3, LaserLoop = 4, LaserEnd = 5 } public class TurretData : MonoBehaviour { [Header("基础")] public string turretID; public SitPosData setPosData; public Transform tra_BulletStartPosition; public GameObject bulletPrefab_Two; public GameObject bulletPrefab; [Header("动画组件")] public SkeletonGraphic skeletonAnimation; public Animation old_CurrAnimation; public Animator new_CurrAnimation; public TurretAnimType currTurretType; public bool isFrenzy=false; [Header("动画名")] public string idleAnim; public string attackAnim; // 新增:狂暴专用攻击动画(已经是二倍速帧动画) public string frenzyAttackAnim; private bool useFrenzyAnim = false; public string laserStartAnim; public string laserLoopAnim; public string laserEndAnim; private TurretState currState; private void Awake() { if (setPosData != null) setPosData.OnStateChange = ChangeState; // 自动判断:如果狂暴攻击动画名不为空,就启用切换动画模式 useFrenzyAnim = !string.IsNullOrEmpty(frenzyAttackAnim); } private void OnEnable() { PlayState(TurretState.Idle); } public Vector2 GetBulletStartWorldPos() { if (tra_BulletStartPosition == null) return Vector2.zero; // 如果是 UI RectTransform(UGUI) RectTransform rect = tra_BulletStartPosition.GetComponent(); if (rect != null) { // 1. UI 本地坐标 → Canvas 坐标 Vector2 canvasPos = CoordinateTransformation.AnchoredPos_ToCanvas( rect, UIManager.Instance.uiRoot.GetComponent() ); // 2. Canvas 坐标 → 世界坐标 return CoordinateTransformation.CanvasToWorld( canvasPos, UIManager.Instance.uiRoot.GetComponent(), Camera.main ); } // 如果不是 UI(比如 3D Transform) return tra_BulletStartPosition.position; } public void SetFrenzy(bool value) { isFrenzy = value; if (!useFrenzyAnim) // 没有狂暴动画 → 用速度加倍 { float speed = isFrenzy ? 2f : 1f; if (skeletonAnimation != null) skeletonAnimation.timeScale = speed; if (new_CurrAnimation != null) new_CurrAnimation.speed = speed; if (old_CurrAnimation != null) { foreach (AnimationState state in old_CurrAnimation) state.speed = speed; } } else { // 有狂暴动画 → 不做速度调整,保持 1 倍速 if (skeletonAnimation != null) skeletonAnimation.timeScale = 1f; if (new_CurrAnimation != null) new_CurrAnimation.speed = 1f; if (old_CurrAnimation != null) { foreach (AnimationState state in old_CurrAnimation) state.speed = 1f; } } } public void ChangeState(TurretState newState) { if (currState == newState) return; currState = newState; PlayState(newState); } private void PlayState(TurretState state) { switch (currTurretType) { case TurretAnimType.skeletonAnimation: PlaySkeleton(state); break; case TurretAnimType.animation: PlayLegacy(state); break; case TurretAnimType.animator: PlayAnimator(state); break; } } private void PlaySkeleton(TurretState state) { if (skeletonAnimation == null) return; string anim = state switch { TurretState.Idle => idleAnim, TurretState.Attack => (isFrenzy && useFrenzyAnim) ? frenzyAttackAnim : attackAnim, TurretState.LaserStart => laserStartAnim, TurretState.LaserLoop => laserLoopAnim, TurretState.LaserEnd => laserEndAnim, _ => idleAnim }; bool loop = state == TurretState.Attack || state == TurretState.LaserLoop; skeletonAnimation.AnimationState.SetAnimation(0, anim, loop); if (state == TurretState.LaserStart) { skeletonAnimation.AnimationState.AddAnimation(0, laserLoopAnim, true, 0f); } } private void PlayLegacy(TurretState state) { if (old_CurrAnimation == null) return; string anim = state switch { TurretState.Idle => idleAnim, TurretState.Attack => (isFrenzy && useFrenzyAnim) ? frenzyAttackAnim : attackAnim, TurretState.LaserStart => laserStartAnim, TurretState.LaserLoop => laserLoopAnim, TurretState.LaserEnd => laserEndAnim, _ => idleAnim }; old_CurrAnimation.Play(anim); } private void PlayAnimator(TurretState state) { if (new_CurrAnimation == null) return; if (state == TurretState.Attack && isFrenzy && useFrenzyAnim) { new_CurrAnimation.SetTrigger("FrenzyAttack"); } else { new_CurrAnimation.SetInteger("State", (int)state); } } }