CapersProject/Assets/02.Scripts/BlueWater/Character/SpineController.cs
2025-02-10 11:13:46 +09:00

262 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using Spine;
using Spine.Unity;
using UnityEngine;
using AnimationState = Spine.AnimationState;
using Random = UnityEngine.Random;
namespace DDD.Players
{
public class SpineController : MonoBehaviour
{
// Variables
#region Variables
// Components
[field: SerializeField]
public SkeletonAnimation SkeletonAnimation { get; private set; }
[SerializeField]
private Material _originalMaterial;
[SerializeField]
private Material _replacementMaterial;
private AnimationState _animationState;
// Variables
[SerializeField]
private bool _isSkinSet = true;
[SerializeField, ShowIf("@_isSkinSet && !_isRandomSkin")]
private string _initialSkinName = "default";
[SerializeField, ShowIf("@_isSkinSet")]
private bool _isRandomSkin;
[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin")]
private bool _isRandomRange;
[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && _isRandomRange")]
private Vector2 _randomRange;
[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && !_isRandomRange")]
private List<string> _randomStrings;
private bool _previousEnabled;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
if (!_isSkinSet) return;
if (_isRandomSkin)
{
if (_isRandomRange)
{
SetRandomSkin();
}
else
{
SetRandomStringListSkin();
}
}
else
{
SetSkin(_initialSkinName);
}
}
#endregion
// Initialize methods
#region Initialize methods
[Button("셋팅 초기화")]
public virtual void InitializeComponents()
{
SkeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
if (!_originalMaterial)
{
_originalMaterial = SkeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
_animationState = SkeletonAnimation.AnimationState;
}
#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, int trackIndex = 0)
{
if (!SkeletonAnimation || _animationState == null) return null;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
return null;
}
// 중복 체크
var currentTrackEntry = _animationState.GetCurrent(trackIndex);
if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
{
return currentTrackEntry;
}
_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
if (isReverse)
{
trackEntry.TrackTime = trackEntry.AnimationEnd;
}
return trackEntry;
}
public TrackEntry PlayAnimationDuration(string animationName, bool isLoopActive, float duration, bool isReverse = false, int trackIndex = 0)
{
if (!SkeletonAnimation || _animationState == null) return null;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
return null;
}
// 중복 체크
var currentTrackEntry = _animationState.GetCurrent(trackIndex);
if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
{
return currentTrackEntry;
}
var findAnimation = SkeletonAnimation.Skeleton.Data.FindAnimation(animationName);
if (findAnimation == null)
{
Debug.LogError($"{animationName} 애니메이션을 찾을 수 없습니다.");
return null;
}
var speed = findAnimation.Duration / duration;
_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
if (isReverse)
{
trackEntry.TrackTime = trackEntry.AnimationEnd;
}
return trackEntry;
}
public TrackEntry AddAnimation(string animationName, bool isLoopActive, int trackIndex = 0)
{
if (!SkeletonAnimation || _animationState == null) return null;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName} 애니메이션은 존재하지 않습니다.");
return null;
}
var trackEntry = _animationState.AddAnimation(trackIndex, animationName, isLoopActive, 0);
return trackEntry;
}
public string GetCurrentSkin()
{
if (SkeletonAnimation == null) return null;
return SkeletonAnimation.Skeleton.Skin.ToString();
}
public void SetSkin(string skinName)
{
if (SkeletonAnimation == null && _animationState == null) return;
if (string.IsNullOrEmpty(skinName))
{
Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
return;
}
SkeletonAnimation.Skeleton.SetSkin(skinName);
SkeletonAnimation.Skeleton.SetSlotsToSetupPose();
_animationState.Apply(SkeletonAnimation.Skeleton);
}
public void SetRandomSkin()
{
if (SkeletonAnimation == null || SkeletonAnimation.Skeleton == null) return;
var skins = SkeletonAnimation.skeleton.Data.Skins;
var randomSkin = Random.Range((int)_randomRange.x, (int)_randomRange.y);
var randomSkinName = skins.Items[randomSkin].Name;
SetSkin(randomSkinName);
}
public void SetRandomStringListSkin()
{
if (SkeletonAnimation == null || SkeletonAnimation.Skeleton == null) return;
if (_randomStrings == null || _randomStrings.Count <= 0)
{
Debug.LogError("_randomStrings 설정 오류");
return;
}
var randomSkin = Random.Range(0, _randomStrings.Count);
var randomSkinName = _randomStrings[randomSkin];
SetSkin(randomSkinName);
}
public void EnableCustomMaterial()
{
if (_previousEnabled) return;
SkeletonAnimation.CustomMaterialOverride[_originalMaterial] = _replacementMaterial;
_previousEnabled = true;
}
public void DisableCustomMaterial()
{
if (!_previousEnabled) return;
SkeletonAnimation.CustomMaterialOverride.Remove(_originalMaterial);
_previousEnabled = false;
}
public bool IsAnimationComplete(int trackIndex = 0)
{
if (!SkeletonAnimation || _animationState == null) return false;
var currentTrackEntry = _animationState.GetCurrent(trackIndex);
if (currentTrackEntry == null)
{
Debug.LogWarning($"트랙 {trackIndex}에서 재생 중인 애니메이션이 없습니다.");
return false;
}
return currentTrackEntry.IsComplete;
}
#endregion
}
}