This commit is contained in:
yzx 2024-06-25 15:23:26 +08:00
parent 4cd49f43e0
commit 1b66056427
19 changed files with 518 additions and 24879 deletions

1
.gitignore vendored
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using System.Collections.Generic;
using DefaultNamespace.Anima;
using DG.Tweening;
using UnityEngine;
namespace DefaultNamespace.ProcessMode
{
public class AnimationManager : MonoBehaviour
{
// 使用字典存储动画组,以便根据名称查询
private Dictionary<string, Sequence> animationGroupsByName = new Dictionary<string, Sequence>();
private List<Sequence> animationGroups = new List<Sequence>(); // 存储动画组的列表
private int currentGroupIndex = -1; // 当前播放的动画组索引
private bool isPlaying = false; // 是否正在播放动画
// 添加动画组并指定组名,接受带回调的 Lambda 表达式
public void AddAnimationGroup(string groupName, System.Action<Sequence> sequenceCallback)
{
Sequence group = DOTween.Sequence(); // 创建一个新的Sequence
// 调用传入的 Lambda 表达式,允许用户定义序列的内容
sequenceCallback?.Invoke(group);
group.Pause(); // 初始状态暂停
animationGroups.Add(group); // 将Sequence添加到列表中
animationGroupsByName[groupName] = group; // 将Sequence添加到字典中以组名为键
}
// 根据名称播放动画组
public void PlayAnimationGroup(string groupName)
{
// 检查是否存在该名称的动画组
if (!animationGroupsByName.ContainsKey(groupName))
{
Debug.LogError($"找不到动画组 '{groupName}'");
return;
}
// 如果正在播放其他动画组,先完成当前组
if (isPlaying)
{
Debug.Log("当前正在播放,将先完成当前组。");
CompleteCurrentGroup();
}
currentGroupIndex = -1; // 重置当前组索引(因为是按名称播放)
isPlaying = true; // 设置正在播放标志
PlayCurrentGroup(groupName); // 播放指定名称的动画组
}
// 根据索引播放动画组
public void PlayAnimationGroup(int groupIndex)
{
// 检查索引是否有效
if (groupIndex < 0 || groupIndex >= animationGroups.Count)
{
Debug.LogError($"无效的组索引: {groupIndex}");
return;
}
// 如果正在播放其他动画组,先完成当前组
if (isPlaying)
{
Debug.Log("当前正在播放,将先完成当前组。");
CompleteCurrentGroup();
}
currentGroupIndex = groupIndex; // 设置当前播放的组索引
isPlaying = true; // 设置正在播放标志
PlayCurrentGroup(); // 播放当前组
}
// 播放指定名称的动画组
private void PlayCurrentGroup(string groupName)
{
Sequence currentGroup = animationGroupsByName[groupName]; // 获取指定名称的动画组
Debug.Log($"正在播放动画组 '{groupName}'");
currentGroup.OnComplete(OnGroupComplete).Restart(); // 在完成时触发回调,并重新播放动画组
}
// 播放当前索引指定的动画组
private void PlayCurrentGroup()
{
Sequence currentGroup = animationGroups[currentGroupIndex]; // 获取当前索引的动画组
Debug.Log($"正在播放动画组 {currentGroupIndex}");
currentGroup.OnComplete(OnGroupComplete).Restart(); // 在完成时触发回调,并重新播放动画组
}
// 动画组播放完成时的回调
private void OnGroupComplete()
{
if (currentGroupIndex >= 0 && currentGroupIndex < animationGroups.Count)
{
Debug.Log($"动画组 {currentGroupIndex} 播放完成");
}
else
{
Debug.Log("动画组播放完成");
}
isPlaying = false; // 设置播放完成标志
}
// 完成当前正在播放的动画组
private void CompleteCurrentGroup()
{
if (currentGroupIndex >= 0 && currentGroupIndex < animationGroups.Count)
{
Sequence currentGroup = animationGroups[currentGroupIndex]; // 获取当前组
currentGroup.Complete(true); // 完成当前组的播放
currentGroupIndex = -1; // 重置当前组索引
}
else
{
Debug.LogWarning("没有有效的组可以完成。");
}
isPlaying = false; // 设置播放完成标志
}
// 重置当前正在播放的动画组
private void ResetCurrentGroup()
{
if (currentGroupIndex >= 0 && currentGroupIndex < animationGroups.Count)
{
Sequence currentGroup = animationGroups[currentGroupIndex]; // 获取当前组
currentGroup.ResetSequence(); // 重置当前组的播放状态
}
else
{
Debug.LogWarning("没有有效的组可以重置。");
}
}
}
}

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@ -0,0 +1,71 @@
using System.Collections.Generic;
using DG.Tweening;
namespace DefaultNamespace.Anima
{
public static class TweenExtensions
{
/// <summary>
/// 添加一个Tween到Sequence中并返回自身以支持链式调用
/// </summary>
/// <param name="sequence">要添加到的Sequence</param>
/// <param name="tween">要添加的Tween</param>
/// <returns>返回自身以支持链式调用</returns>
public static Sequence AppendTween(this Sequence sequence, Tween tween)
{
return sequence.Append(tween);
}
/// <summary>
/// 加入一个Tween到Sequence中并返回自身以支持链式调用
/// </summary>
/// <param name="sequence">要添加到的Sequence</param>
/// <param name="tween">要添加的Tween</param>
/// <returns>返回自身以支持链式调用</returns>
public static Sequence JoinTween(this Sequence sequence, Tween tween)
{
return sequence.Join(tween);
}
/// <summary>
/// 将多个Tween依次加入Sequence中并返回自身以支持链式调用
/// </summary>
/// <param name="sequence">要添加到的Sequence</param>
/// <param name="tweens">要添加的Tween数组</param>
/// <returns>返回自身以支持链式调用</returns>
public static Sequence AppendTweens(this Sequence sequence, params Tween[] tweens)
{
foreach (var tween in tweens)
{
sequence.Append(tween);
}
return sequence;
}
/// <summary>
/// 将多个Tween依次加入Sequence中并返回自身以支持链式调用
/// </summary>
/// <param name="sequence">要添加到的Sequence</param>
/// <param name="tweens">要添加的Tween列表</param>
/// <returns>返回自身以支持链式调用</returns>
public static Sequence AppendTweens(this Sequence sequence, List<Tween> tweens)
{
foreach (var tween in tweens)
{
sequence.Append(tween);
}
return sequence;
}
/// <summary>
/// 重置Sequence并返回自身以支持链式调用
/// </summary>
/// <param name="sequence">要重置的Sequence</param>
/// <returns>返回自身以支持链式调用</returns>
public static Sequence ResetSequence(this Sequence sequence)
{
sequence.Rewind();
return sequence;
}
}
}

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@ -1,170 +0,0 @@
using System;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
namespace DefaultNamespace.ProcessMode
{
using System;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
namespace DefaultNamespace.ProcessMode
{
// public class TweenWrapper
// {
// public Tween Tween { get; private set; }
// public Action OnCompleteAction { get; private set; }
//
// public TweenWrapper(Tween tween, Action onCompleteAction)
// {
// Tween = tween;
// OnCompleteAction = onCompleteAction;
// }
//
// public void Play()
// {
// Tween.Restart();
// Tween.OnComplete(() => OnCompleteAction?.Invoke());
// }
//
// public void Complete(bool withCallbacks = false)
// {
// if (withCallbacks && OnCompleteAction != null)
// {
// OnCompleteAction.Invoke();
// }
// }
//
// public bool IsCompleted()
// {
// return Tween.IsComplete();
// }
//
// public void Reset()
// {
// Tween.Rewind();
// }
// }
public class AnimationManager : MonoBehaviour
{
private List<List<Tween>> animationGroups = new List<List<Tween>>();
private int currentGroupIndex = -1;
private int currentTweenIndex = -1;
private bool isPlaying = false;
public void AddAnimationGroup(List<Tween> group)
{
animationGroups.Add(group);
}
public void PlayAnimationGroup(int groupIndex)
{
Debug.Log($"尝试播放动画组 {groupIndex}");
if (groupIndex < 0 || groupIndex >= animationGroups.Count)
{
Debug.LogError("无效的组索引");
return;
}
Debug.Log("PlayAnimationGroup 调用的索引: " + groupIndex);
if (isPlaying)
{
Debug.Log("当前正在播放,将先完成当前组。");
CompleteCurrentGroup();
}
if (groupIndex == currentGroupIndex && animationGroups[currentGroupIndex][0].IsComplete())
{
Debug.Log("动画已完成,重新播放。");
ResetCurrentGroup();
}
currentGroupIndex = groupIndex;
currentTweenIndex = 0;
isPlaying = true;
PlayNextTween();
}
private void PlayNextTween()
{
if (currentGroupIndex < 0 || currentGroupIndex >= animationGroups.Count)
{
Debug.LogWarning("没有有效的组可播放。");
isPlaying = false;
return;
}
List<Tween> currentGroup = animationGroups[currentGroupIndex];
if (currentTweenIndex < 0 || currentTweenIndex >= currentGroup.Count)
{
Debug.LogWarning("当前组中没有有效的动画可播放。");
isPlaying = false;
return;
}
Tween tweenWrapper = currentGroup[currentTweenIndex];
Debug.Log($"正在播放组 {currentGroupIndex} 中的动画 {currentTweenIndex}");
tweenWrapper.OnComplete(OnTweenComplete).Play();
}
private void OnTweenComplete()
{
Debug.Log($"动画 {currentTweenIndex} 完成");
animationGroups[currentGroupIndex][currentTweenIndex].onComplete.Invoke();
currentTweenIndex++;
if (currentTweenIndex >= animationGroups[currentGroupIndex].Count)
{
Debug.Log("已完成当前组中的所有动画。");
isPlaying = false;
}
else
{
PlayNextTween();
}
}
private void CompleteCurrentGroup()
{
if (currentGroupIndex < 0 || currentGroupIndex >= animationGroups.Count)
{
Debug.LogWarning("没有有效的组可完成。");
return;
}
List<Tween> currentGroup = animationGroups[currentGroupIndex];
for (int i = currentTweenIndex; i < currentGroup.Count; i++)
{
Debug.Log($"正在完成组 {currentGroupIndex} 中的动画 {i}");
currentGroup[i].Complete(true);
// currentGroup[i].OnCompleteAction?.Invoke(); // 手动触发 OnCompleteAction
}
currentGroupIndex = -1;
currentTweenIndex = -1;
isPlaying = false;
}
private void ResetCurrentGroup()
{
if (currentGroupIndex < 0 || currentGroupIndex >= animationGroups.Count)
{
Debug.LogWarning("没有有效的组可重置。");
return;
}
List<Tween> currentGroup = animationGroups[currentGroupIndex];
foreach (var tweenWrapper in currentGroup)
{
tweenWrapper.Rewind();
}
}
}
}
}

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@ -1,6 +1,4 @@
using System.Collections.Generic;
using DefaultNamespace.ProcessMode;
using DefaultNamespace.ProcessMode.DefaultNamespace.ProcessMode;
using DG.Tweening;
using UnityEngine;
@ -10,21 +8,24 @@ namespace DefaultNamespace
{
private AnimationManager animationManager;
public GameObject[] ggg;
void Start()
{
animationManager = gameObject.AddComponent<AnimationManager>();
List<Tween> group3 = new List<Tween>
// 创建并添加动画组 "Group1"
animationManager.AddAnimationGroup("123", seq =>
{
transform.DOMove(new Vector3(7, 2, 0), 1).SetAutoKill(false).Pause().OnComplete(() => Debug.Log("3_1")),
transform.DOMove(new Vector3(7, 2, 0), 1).SetAutoKill(false).Pause().OnComplete(() => Debug.Log("3_1")),
transform.DOMove(new Vector3(7, 2, 0), 1).SetAutoKill(false).Pause().OnComplete(() => Debug.Log("3_1")),
};
animationManager.AddAnimationGroup(group3);
seq.Append(transform.DOMove(new Vector3(3, 0, 0), 1))
.Join(transform.DORotate(new Vector3(0, 90, 0), 1))
.Join(transform.DOScale(new Vector3(3, 3, 3), 1));
Debug.Log("开始播放第一个动画组");
seq.Append(transform.DOMove(new Vector3(6, 0, 0), 1));
});
Debug.Log("动画组已添加");
}
void Update()
@ -32,7 +33,7 @@ namespace DefaultNamespace
if (Input.GetKeyDown(KeyCode.A))
{
Debug.Log("按下A");
animationManager.PlayAnimationGroup(0);
animationManager.PlayAnimationGroup("123");
}
if (Input.GetKeyDown(KeyCode.B))
@ -40,12 +41,6 @@ namespace DefaultNamespace
Debug.Log("按下B");
animationManager.PlayAnimationGroup(1);
}
if (Input.GetKeyDown(KeyCode.C))
{
Debug.Log("按下空格键");
animationManager.PlayAnimationGroup(2);
}
}
}
}

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@ -4,5 +4,14 @@
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serializedVersion: 2
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guid: a16f959528dc20c439c9a8f5f7065755
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path: "Assets/Scenes/\u73B0\u573A _Test.unity"
guid: 4108ee5a75cc45f4dbd6f2342a9936e0
- enabled: 1
path: "Assets/Scenes/\u5DE5\u5177\u95F4Scenes/\u5DE5\u5177\u95F4.unity"
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EmbeddedLinux: DOTWEEN
GameCoreScarlett: DOTWEEN
GameCoreXboxOne: DOTWEEN
LinuxHeadlessSimulation: DOTWEEN
Nintendo Switch: DOTWEEN
PS4: DOTWEEN
PS5: DOTWEEN
QNX: DOTWEEN
Stadia: DOTWEEN
Standalone: CROSS_PLATFORM_INPUT;DOTWEEN
VisionOS: DOTWEEN
WebGL: DOTWEEN
Windows Store Apps: DOTWEEN
XboxOne: DOTWEEN
iPhone: CROSS_PLATFORM_INPUT;MOBILE_INPUT;DOTWEEN
tvOS: DOTWEEN
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platformArchitecture: {}
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