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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Character;
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using Cysharp.Threading.Tasks;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.MainGame.Commands
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{
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/// <summary>
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/// 播放角色动画的命令。
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/// 优先使用 ICharacterAnimator 接口驱动,同时保留帧精确事件轮询能力。
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/// 当角色使用 FrameAnimator(AnimatorPlus2D)时支持按帧/归一化时间触发 Action。
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/// </summary>
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public class Cmd_PlayAnimation : CommandBase
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{
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private readonly CombatCharacterViewBase characterView;
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private readonly ICharacterAnimator characterAnimator;
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private readonly bool waitForFinish;
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private readonly float overrideDuration;
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private readonly string animationName;
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private AnimationClip clip;
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private float ClipLength => clip != null ? clip.length : DefaultAnimationDuration;
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private readonly Dictionary<float, Action> animationActions = new Dictionary<float, Action>();
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private const float DefaultAnimationDuration = 0.5f;
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public Cmd_PlayAnimation(CombatCharacterViewBase characterView, string animationName,
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bool waitForFinish = true, float overrideDuration = -1f, int layer = 0)
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{
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this.characterView = characterView;
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this.characterAnimator = characterView.CharacterAnimator;
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this.animationName = animationName;
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this.waitForFinish = waitForFinish;
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this.overrideDuration = overrideDuration;
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// 从 CharacterData 获取 AnimationClip 引用(用于计算时长和帧事件)
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characterView.character.data.animations.TryGetValue(animationName, out clip);
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}
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/// <summary>在动画的指定归一化时间点(0~1)执行 Action。</summary>
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public Cmd_PlayAnimation AddAction(float normalizedTime, Action action)
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{
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animationActions[normalizedTime] = action;
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return this;
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}
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/// <summary>在动画的指定帧执行 Action。</summary>
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public Cmd_PlayAnimation AddAction(int frame, Action action)
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{
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if (clip == null) return this;
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float normalizedTime = frame / (clip.frameRate * clip.length);
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return AddAction(normalizedTime, action);
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}
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/// <summary>在动画的指定归一化时间点执行带强类型参数的 Action,参数从 selfContext 读取。</summary>
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public Cmd_PlayAnimation AddAction<T>(float normalizedTime, string selfContextKey, Action<T> action)
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{
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T param = selfContext.Get<T>(selfContextKey);
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animationActions[normalizedTime] = () => action(param);
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return this;
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}
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/// <summary>在动画的指定帧执行带强类型参数的 Action,参数从 selfContext 读取。</summary>
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public Cmd_PlayAnimation AddAction<T>(int frame, string selfContextKey, Action<T> action)
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{
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if (clip == null) return this;
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float normalizedTime = frame / (clip.frameRate * clip.length);
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return AddAction(normalizedTime, selfContextKey, action);
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}
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protected override async UniTask ExecuteAsync(CommandContext outerContext)
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{
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if (characterAnimator == null || string.IsNullOrEmpty(animationName))
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{
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Debug.LogWarning("[Cmd_PlayAnimation] CharacterAnimator 或动画名称为空。");
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return;
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}
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// 通过 ICharacterAnimator 播放
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characterAnimator.PlayAction(animationName);
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// 帧轮询动画事件(fire-and-forget,不阻塞命令流)
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if (animationActions.Count > 0)
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PollAnimationActionsAsync().Forget();
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if (waitForFinish)
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{
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float duration = overrideDuration >= 0f ? overrideDuration : ClipLength;
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await UniTask.Delay(TimeSpan.FromSeconds(duration));
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}
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}
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/// <summary>
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/// 基于经过时间轮询帧事件,兼容所有动画驱动器。
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/// </summary>
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private async UniTaskVoid PollAnimationActionsAsync()
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{
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float elapsed = 0f;
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float totalDuration = ClipLength;
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var pending = new Dictionary<float, Action>(animationActions);
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while (elapsed < totalDuration && pending.Count > 0)
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{
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await UniTask.Yield(PlayerLoopTiming.Update);
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elapsed += Time.deltaTime;
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float normalizedTime = Mathf.Clamp01(elapsed / totalDuration);
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foreach (float key in pending.Keys.ToList())
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{
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if (normalizedTime >= key)
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{
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pending[key]?.Invoke();
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pending.Remove(key);
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}
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}
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}
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}
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}
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}
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