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2025-09-02 11:08:15 +08:00

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using UnityEngine;
using Base; // 引入Base命名空间以使用BaseAnimator
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class SpriteAnimator : BaseAnimator
{
private SpriteRenderer _renderer; // 渲染器组件
protected override void ValidateComponent()
{
_renderer = GetComponent<SpriteRenderer>();
if (_renderer == null)
{
Debug.LogError("SpriteAnimator requires a SpriteRenderer component.", this);
enabled = false; // 禁用脚本如果组件缺失
}
}
protected override void SetDisplaySprite(Sprite sprite)
{
if (_renderer != null)
{
_renderer.sprite = sprite;
}
}
// [可选] 如果SpriteAnimator需要任何Awake后特有的初始化逻辑可以在这里重写
// protected override void Awake()
// {
// base.Awake(); // 确保调用基类的Awake
// // 子类特有的初始化
// }
}
}