using DG.Tweening.Core; using DG.Tweening.Plugins.Options; using DG.Tweening; using System.Collections.Generic; using System; using UnityEngine; using QFramework; namespace QFramework { internal class AnimationAction : IAction { public System.Action OnFinished { get; set; } private AnimationAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new AnimationAction(), null, 10); string path; string animName; Animation anim; string frame; string speed; string deviceName; float totalTime; GameObject obj; public static AnimationAction Allocate(string path, Dictionary datas, System.Action OnFinished = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.path = path; retNode.animName = datas.ContainsKey("animName") ? datas["animName"] : ""; retNode.frame = datas.ContainsKey("frame") ? datas["frame"] : ""; retNode.speed = datas.ContainsKey("speed") ? datas["speed"] : ""; retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : ""; retNode.OnFinished = OnFinished; return retNode; } public ulong ActionID { get; set; } public ActionStatus Status { get; set; } TweenerCore animDot; public void OnStart() { if (string.IsNullOrEmpty(deviceName)) { obj = Utility.FindObj(path); } else { obj = DeviceController.Instance.GetDeviceObj(deviceName); } if (obj != null) { if (obj.activeSelf == false) { Debug.LogError(obj.name + "当前是隐藏状态"); this.Finish(); } else { try { anim = obj.GetComponent(); if (string.IsNullOrEmpty(frame) == false && frame != "-1") { int curFrame = 0; int.TryParse(frame, out curFrame); anim.clip = anim[animName].clip; anim[animName].time = curFrame / anim.clip.frameRate; anim.Play(animName); anim[animName].speed = 0; anim.Sample(); this.Finish(); } else { float curSpeed = 1; if (string.IsNullOrEmpty(speed) == false) { float.TryParse(speed, out curSpeed); } if (curSpeed < 0) { anim.Play(animName); anim[animName].normalizedTime = 1; // 从动画末尾开始 // 计算倒播所需时间 float duration = anim[animName].length / Math.Abs(curSpeed); animDot = DOTween.To( () => anim[animName].normalizedTime, v => anim[animName].normalizedTime = v, 0, // 倒播到动画开始 duration ); animDot.onComplete = () => { anim.Stop(); this.Finish(); // 关键修改:添加完成调用 }; totalTime = duration; // 设置总时间为动画播放时长 } else { anim[animName].speed = curSpeed; anim.Play(animName); totalTime = Math.Abs(anim[animName].length / curSpeed); // 处理循环动画 if (anim[animName].wrapMode == WrapMode.Loop) { // 示例:循环播放10秒后结束 totalTime = 10f; } } } } catch (Exception) { anim = obj.GetComponent(); Debug.LogError($"{path} 播放动画 {animName} 出错"); this.Finish(); } } } else { Debug.LogError("未找到路径:" + path); this.Finish(); } } public void OnExecute(float dt) { //if (Status != ActionStatus.NotStart) return; totalTime -= dt; // 新增:处理倒播动画的完成检测 if (anim != null && animDot != null && !animDot.IsPlaying()) { this.Finish(); return; } if (anim != null) { // 非循环动画判断 if (anim[animName].wrapMode != WrapMode.Loop) { if (!anim.isPlaying || totalTime <= 0) { this.Finish(); } } // 循环动画判断(基于总时间) else { if (totalTime <= 0) { anim.Stop(animName); this.Finish(); } } } else { this.Finish(); } } public void OnFinish() { // Debug.Log("调用这个AnimActionfinish"); OnFinished?.Invoke(); // 触发外部回调 } public void Reset() { Status = ActionStatus.NotStart; Paused = false; } public bool Paused { get; set; } public void Deinit() { if (!Deinited) { if (obj != null && anim != null) { anim.Stop(); } animDot?.Kill(); OnFinished = null; Deinited = true; obj = null; mPool.Recycle(this); } } public bool Deinited { get; set; } } }