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ft/Client/Assets/Scripts/MatchGame/UI/EventMatchNpcSpinePresenter.cs
2026-06-29 21:18:33 +08:00

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using System.Collections;
using Spine.Unity;
using UnityEngine;
/// <summary>
/// Spine SkeletonGraphic 版 NPC动画名在 Inspector 配置。
/// </summary>
public class EventMatchNpcSpinePresenter : EventMatchNpcPresenter
{
[SerializeField] SkeletonGraphic skeletonGraphic;
[SerializeField] string idleAnimation = "match_easter_npc_idle";
[SerializeField] string successAnimation = "match_easter_npc_success";
[SerializeField] string successMoreAnimation = "match_easter_npc_success_more";
void Awake()
{
if (skeletonGraphic == null)
skeletonGraphic = GetComponent<SkeletonGraphic>();
}
void Start()
{
if (skeletonGraphic != null && !string.IsNullOrEmpty(idleAnimation))
skeletonGraphic.AnimationState.SetAnimation(0, idleAnimation, true);
}
Coroutine _playReactionCo;
void OnDestroy()
{
if (_playReactionCo != null)
StopCoroutine(_playReactionCo);
}
public override void PlayMatchReaction(bool isSuccessMore)
{
if (skeletonGraphic == null)
return;
if (_playReactionCo != null)
StopCoroutine(_playReactionCo);
_playReactionCo = StartCoroutine(PlayMatchReactionRoutine(isSuccessMore));
}
IEnumerator PlayMatchReactionRoutine(bool isSuccessMore)
{
string clip = isSuccessMore ? successMoreAnimation : successAnimation;
skeletonGraphic.AnimationState.SetAnimation(0, clip, false);
float duration = skeletonGraphic.AnimationState.GetCurrent(0).Animation.Duration;
yield return Awaiters.Seconds(duration);
_playReactionCo = null;
if (skeletonGraphic != null && !string.IsNullOrEmpty(idleAnimation))
skeletonGraphic.AnimationState.SetAnimation(0, idleAnimation, true);
}
}