using System;
using UnityEngine;
namespace Continentis.MainGame.Character
{
///
/// Tier 3 动画驱动器:Spine 骨骼动画(预留接口)。
/// 美术资源到位后,接入 Spine-Unity Runtime 的 SkeletonAnimation API。
///
/// 预期实现思路:
/// - InitializeAnimator:获取 SkeletonAnimation 引用,设置 Idle 动画
/// - PlayAction:调用 SkeletonAnimation.AnimationState.SetAnimation()
/// - 利用 Spine 事件系统触发攻击命中帧、特效帧等
/// - 支持动画混合(如上半身攻击 + 下半身移动)
///
public class SpineAnimator : MonoBehaviour, ICharacterAnimator
{
// TODO: Spine Runtime 引用
// private SkeletonAnimation _skeleton;
public void InitializeAnimator(CombatCharacterViewBase view)
{
Debug.LogWarning("[SpineAnimator] Spine 动画驱动器尚未实装,当前为占位。");
// TODO: 获取 SkeletonAnimation 组件
// _skeleton = view.mainView.GetComponent();
// _skeleton.AnimationState.SetAnimation(0, "idle", true);
}
public void PlayAction(string actionName, float speed = 1f, Action onComplete = null)
{
Debug.LogWarning($"[SpineAnimator] PlayAction('{actionName}') 未实装。");
// TODO:
// var entry = _skeleton.AnimationState.SetAnimation(0, actionName, false);
// entry.TimeScale = speed;
// entry.Complete += _ => {
// _skeleton.AnimationState.SetAnimation(0, "idle", true);
// onComplete?.Invoke();
// };
onComplete?.Invoke();
}
public void ReturnToIdle()
{
// TODO: _skeleton.AnimationState.SetAnimation(0, "idle", true);
}
public void SetPause(bool isPaused)
{
// TODO: _skeleton.timeScale = isPaused ? 0f : 1f;
}
}
}