using Spine.Unity; using System.Collections.Generic; 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("UI面板属性")] [Tooltip("炮台编号,对应 TurretResourcesData.turretNumber")] public int turretNumber; [Tooltip("1=普通炮台 2=战神 3=翅膀")] public int turretType = 1; [Tooltip("UI 展示名称")] public string displayName; [Tooltip("品质 1=普通 2=稀有 3=史诗 4=传说")] [Range(1, 5)] public int quality = 1; [Tooltip("解锁所需等级(0=默认拥有)")] public int unlockLevel; [Tooltip("UI 列表/详情用的缩略图")] public Sprite uiIconSprite; [TextArea(2, 4)] [Tooltip("描述文字")] public string description; // ---- 运行时状态(由服务器/UI面板读写) ---- [System.NonSerialized] public bool isUnlocked; [System.NonSerialized] public bool isEquipped; [System.NonSerialized] public int ownStarLevel; [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; /// /// 从资源表查询 TurretResourcesData。表里没有则返回 null,调用方应使用 TurretData 自身的 Inspector 默认值。 /// public TurretResourcesData GetResourcesData() { return TurretResourcesData.GetTurretData(turretNumber); } /// 安全获取攻击音效 ID:表里有就用,没有则返回 0(静音)。 public int GetAttackAudioID() { var res = GetResourcesData(); return res != null ? res.attackAudioID : 0; } /// 安全获取子弹 ID 列表:表里有就用,没有则返回空列表。 public List GetBulletIDs() { var res = GetResourcesData(); return res?.bulletID ?? new List(); } /// 安全获取动画类型:表里有就用,没有则用 Inspector 配置的 currTurretType。 public TurretAnimType GetAnimationType() { var res = GetResourcesData(); return res != null ? (TurretAnimType)res.animationType : currTurretType; } 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 Vector2 GetBulletStartWorldPos() { if (tra_BulletStartPosition == null) return Vector2.zero; // 如果是 UI(UGUI) RectTransform rect = tra_BulletStartPosition.GetComponent(); if (rect != null) { Canvas canvas = UIManager.Instance.uiRoot.GetComponent(); Camera cam = Camera.main; // 方式1:通过屏幕坐标直接转世界坐标(推荐) Vector3 screenPos = RectTransformUtility.WorldToScreenPoint( canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera, rect.position ); // 需要计算 Z 轴距离(物体到相机的距离),这里假设子弹打在 Z=0 平面 float distance = Mathf.Abs(cam.transform.position.z - 0f); Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, distance)); worldPos.z = 0f; return worldPos; } // 非 UI(3D 物体) 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); // } //} 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 }; // 如果动画名为空 → 停止当前动画(暂停),不再播放任何动画 if (string.IsNullOrEmpty(anim)) { skeletonAnimation.AnimationState.ClearTrack(0); skeletonAnimation.AnimationState.SetEmptyAnimation(0, 0f); return; } bool loop = state == TurretState.Attack || state == TurretState.LaserLoop; skeletonAnimation.AnimationState.SetAnimation(0, anim, loop); if (state == TurretState.LaserStart && !string.IsNullOrEmpty(laserLoopAnim)) { 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 }; if (string.IsNullOrEmpty(anim)) { old_CurrAnimation.Stop(); return; } old_CurrAnimation.Play(anim); } private void PlayAnimator(TurretState state) { if (new_CurrAnimation == null) return; // 如果缺少对应动画,暂停 animator(速度为0)或者设置一个空状态 if (state == TurretState.Attack && isFrenzy && useFrenzyAnim && !string.IsNullOrEmpty(frenzyAttackAnim)) { new_CurrAnimation.SetTrigger("FrenzyAttack"); } else if (!string.IsNullOrEmpty(attackAnim) || state == TurretState.Idle && !string.IsNullOrEmpty(idleAnim)) { new_CurrAnimation.SetInteger("State", (int)state); } else { // 没有可用动画时暂停 animator,避免残留动作 new_CurrAnimation.speed = 0f; } } }