CapersProject/Assets/02.Scripts/Character/SpineController.cs
Nam Tae Gun 7fb0da5888 #25, #26 아이템 직접 획득 방식 추가 및 선형적인 맵 구조 변경
+ Item관련 Excel, Json, So 수정
+ DropItemTable 로직 수정
+ 아이템 프리팹에서 Enable Interaction 체크하면 직접 룻팅, 해제하면 자동 룻팅
+ 체력회복 아이템 추가
+ 개발자 메뉴 상호작용 "F1" 키를 통해 접근 가능
+ 보스 맵은 마법진을 상호작용하면 보스전 시작
+ 맵 안에서 교전 중일 때, 투명 벽 쉐이더 추가
+ 맵 마다의 통로를 통해서 이동 가능
+ 선형적인 맵 구조에 맞게 리소스 및 위치 수정
+ 타이틀 화면으로 이동할 때 나타나는 오류 수정(CombatUiManager OnDisable 싱글톤 문제)

Closes #25, #26
2024-06-22 07:11:53 +09:00

146 lines
4.6 KiB
C#

using System;
using System.Collections;
using Sirenix.OdinInspector;
using Spine.Unity;
using UnityEngine;
using AnimationState = Spine.AnimationState;
namespace BlueWater.Players
{
public class SpineController : MonoBehaviour
{
// Variables
#region Variables
// Components
[SerializeField]
private SkeletonAnimation _skeletonAnimation;
private AnimationState _animationState;
// Variables
[SerializeField]
private string _initialSkinName = "default";
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
#endregion
// Initialize methods
#region Initialize methods
[Button("셋팅 초기화")]
public virtual void InitializeComponents()
{
_skeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
_animationState = _skeletonAnimation.AnimationState;
SetSkin(_initialSkinName);
}
#endregion
// Methods
#region Methods
public void PlayAnimation(string animationName, bool isLoopActive, float speed = 1f)
{
if (!_skeletonAnimation && _animationState == null) return;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
return;
}
_animationState.TimeScale = speed;
_animationState.SetAnimation(0, animationName, isLoopActive);
}
public void SetSkin(string skinName)
{
if (_skeletonAnimation == null && _animationState == null) return;
if (string.IsNullOrEmpty(skinName))
{
Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
return;
}
_skeletonAnimation.Skeleton.SetSkin(skinName);
_skeletonAnimation.Skeleton.SetSlotsToSetupPose();
_animationState.Apply(_skeletonAnimation.Skeleton);
}
public bool IsComparingCurrentAnimation(string animationName, int trackIndex = 0)
{
if (!_skeletonAnimation || _animationState == null) return false;
var currentAnimation = _animationState.GetCurrent(trackIndex)?.Animation;
return currentAnimation != null && currentAnimation.Name == animationName;
}
public IEnumerator WaitForAnimationToRun(string animationName, Action<bool> onSuccess, float timeout = 2f)
{
var elapsedTime = 0f;
while (!IsComparingCurrentAnimation(animationName))
{
elapsedTime += Time.deltaTime;
yield return null;
if (elapsedTime > timeout)
{
Debug.Log("Timeout waiting for animation state: " + animationName);
onSuccess?.Invoke(false);
yield break;
}
}
onSuccess?.Invoke(true);
}
public void SetCurrentAnimationSpeed(float targetDuration, int trackIndex = 0)
{
if (!_skeletonAnimation || _animationState == null) return;
var currentAnimation = _animationState.GetCurrent(trackIndex)?.Animation;
if (currentAnimation != null)
{
var animationLength = currentAnimation.Duration;
_animationState.TimeScale = animationLength / targetDuration;
}
}
public float GetCurrentAnimationNormalizedTime(int trackIndex = 0)
{
if (!_skeletonAnimation || _animationState == null) return 0f;
var currentTrackEntry = _animationState.GetCurrent(trackIndex);
if (currentTrackEntry != null)
{
return currentTrackEntry.TrackTime / currentTrackEntry.Animation.Duration;
}
return 0f;
}
public float GetCurrentAnimationLength(int trackIndex = 0)
{
if (!_skeletonAnimation || _animationState == null) return 0f;
var currentAnimation = _animationState.GetCurrent(trackIndex)?.Animation;
return currentAnimation != null ? currentAnimation.Duration : 0f;
}
public void ResetAnimationSpeed()
{
if (!_skeletonAnimation || _animationState == null) return;
_animationState.TimeScale = 1f;
}
#endregion
}
}