CapersProject/Assets/02.Scripts/Character/SpineController.cs
Nam Tae Gun 60a85bba73 손님 스파인 추가
+ 스파인 캐릭터 랜덤 스킨 적용 기능 추가
2024-07-16 01:45:33 +09:00

140 lines
4.1 KiB
C#

using System;
using Sirenix.OdinInspector;
using Spine;
using Spine.Unity;
using UnityEngine;
using AnimationState = Spine.AnimationState;
using Random = UnityEngine.Random;
namespace BlueWater.Players
{
public class SpineController : MonoBehaviour
{
// Variables
#region Variables
// Components
[field: SerializeField]
public SkeletonAnimation SkeletonAnimation { get; private set; }
private AnimationState _animationState;
// Variables
[SerializeField, ShowIf("@!_isRandomSkin")]
private string _initialSkinName = "default";
[SerializeField]
private bool _isRandomSkin;
[SerializeField, ShowIf("@_isRandomSkin")]
private Vector2 _randomRange;
#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;
if (_isRandomSkin)
{
SetRandomSkin();
}
else
{
SetSkin(_initialSkinName);
}
}
#endregion
// Methods
#region Methods
/// <param name="animationName">스파인 애니메이션 이름</param>
/// <param name="isLoopActive">반복 여부</param>
/// <param name="speed">애니메이션 속도 양수값</param>
/// <param name="isReverse">true인 경우 자동으로 speed에 음수값을 넣음</param>
/// <returns></returns>
public TrackEntry PlayAnimation(string animationName, bool isLoopActive, float speed = 1f, bool isReverse = false)
{
if (!SkeletonAnimation || _animationState == null) return null;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
return null;
}
_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
var trackEntry = _animationState.SetAnimation(0, animationName, isLoopActive);
if (isReverse)
{
trackEntry.TrackTime = trackEntry.AnimationEnd;
}
return trackEntry;
}
public void SetSkin(string skinName)
{
if (SkeletonAnimation == null && _animationState == null) return;
if (string.IsNullOrEmpty(skinName))
{
Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
return;
}
SkeletonAnimation.Skeleton.SetSkin(skinName);
SkeletonAnimation.Skeleton.SetSlotsToSetupPose();
_animationState.Apply(SkeletonAnimation.Skeleton);
}
public void SetRandomSkin()
{
if (SkeletonAnimation == null || SkeletonAnimation.Skeleton == null) return;
var skins = SkeletonAnimation.skeleton.Data.Skins;
var randomSkin = Random.Range((int)_randomRange.x, (int)_randomRange.y);
var randomSkinName = skins.Items[randomSkin].Name;
SetSkin(randomSkinName);
}
public async Awaitable WaitForAnimationCompletion(TrackEntry trackEntry, bool isReverse = false)
{
if (isReverse)
{
await AwaitUntil(() => trackEntry.TrackTime <= 0);
}
else
{
await AwaitUntil(() => trackEntry.IsComplete);
}
}
public async Awaitable AwaitUntil(Func<bool> condition)
{
while (!condition())
{
await Awaitable.NextFrameAsync();
}
}
#endregion
}
}