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Unity Spine播放动画、动画播放结束回调、停止播放_unity播放完spine动画后如何消失

unity播放完spine动画后如何消失
using LuaInterface;
using Spine.Unity;
using static Spine.AnimationState;

namespace LuaFramework
{
    public class SpineAnimManager : Manager
    {
        private TrackEntryDelegate ac = null;
        /// <summary>
        /// 播放动画
        /// </summary>
        /// <param name="sg"></param>
        /// <param name="func"></param>
        /// <param name="index"></param>
        /// <param name="animName"></param>
        /// <param name="loop"></param>
        public void PlayAnim(SkeletonGraphic skeleton, LuaFunction func,int trackIndex, string animName,bool loop)
        {
            if (skeleton != null)
            {
                PlayAnim(skeleton, trackIndex, animName, loop);
                ac = delegate
                {
                    if (func != null)
                    {
                        func.Call();
                    }
                    skeleton.AnimationState.Complete -= ac;
                    ac = null;
                };
                skeleton.AnimationState.Complete += ac;
            }
        }
        /// <summary>
        /// 停止动画播放
        /// </summary>
        /// <param name="sg"></param>
        /// <param name="trackIndex"></param>
        public void StopAnim(SkeletonGraphic sg, int trackIndex, float mixDuration)
        {
            sg.AnimationState.SetEmptyAnimation(trackIndex, mixDuration);
        }

        /// <summary>
        /// 播放动画
        /// </summary>
        /// <param name="sg"></param>
        /// <param name="index"></param>
        /// <param name="animName"></param>
        /// <param name="loop"></param>
        public void PlayAnim(SkeletonGraphic skeleton, int trackIndex, string animName, bool loop)
        {
            if (skeleton != null)
            {
                skeleton.AnimationState.SetAnimation(trackIndex, animName, loop);
            }
        }
        /*
		AnimationState.Start += CallBackOnStart;
	    AnimationState.Interrupt += CallBackOnInterrupt ;
	    AnimationState.End += CallBackOnEnd ;
	    AnimationState.Dispose += CallBackOnDispose ;
	    AnimationState.Complete += CallBackOnComplete ;
		*/
    }
}

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