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