TrackEntryDelegate cc;
///
/// 动画执行完毕回调
///
/// spine动画
/// 动作名称
/// 是否循环
/// 回调
public void PlaySpineAddEvent(SkeletonGraphic anim, string name, bool isLoop = false, System.Action action = null)
{
anim.AnimationState.ClearTracks();
anim.AnimationState.SetAnimation(0, name, isLoop);
cc = delegate
{
action();
anim.AnimationState.Complete -= cc;
};
anim.AnimationState.Complete += cc;
}
///
/// 替换spine动画
///
/// SkeletonData存放路径
/// spine载体
public void ReplaceSpine(string Skeleton, GameObject ChangeSkeleton)
{
ChangeSkeleton.GetComponent().skeletonDataAsset = Resources.Load(Skeleton);
ChangeSkeleton.GetComponent().Initialize(true);
}
SkeletonAnimation.AnimationState.GetCurrent(0);//获取当前播放轨道第一个动画的名称
SkeletonAnimation.AnimationState.GetCurrent(0).AnimationTime;//获取当前播放轨道第一个动画的时长
SkeletonAnimation skeletonAnimation = GetComponent();
Debug.Log(skeletonAnimation.name);//获取角色名
Debug.Log(skeletonAnimation.skeleton.bones[5].ToString()); //获取所有骨骼数组list
Debug.Log(skeletonAnimation.skeleton.slots[5].ToString());//获取所有插槽数组
Debug.Log(skeletonAnimation.skeleton.data.animations[0].name.ToString());//获取所有动画数组
skeletonAnimation.skeleton.FindBone(“root”).flipX = true;//根据骨骼名获取骨骼
Debug.Log(skeletonAnimation.skeleton.FindBoneIndex(“root”).ToString());//根据骨骼名获取骨骼的index
Debug.Log(skeletonAnimation.skeleton.FindSlot(“torso”).attachment.Name);//根据slot名获取slot
Debug.Log(skeletonAnimation.skeleton.FindSlotIndex(“torso”).ToString());//根据slot名获取slot index
Debug.Log(skeletonAnimation.skeleton.data.FindAnimation(“walk”).name);//根据动画名获取动画
//skin
Debug.Log(skeletonAnimation.skeleton.data.skins[0].name.ToString());//获取所有 skin
Spine.Attachment _attachment = skeletonAnimation.skeleton.data.skins[0].GetAttachment(5,“left lower leg”);//从skin通过slot的index attachment的名获取attachment
//BoneData
Spine.Bone _bone = skeletonAnimation.skeleton.FindBone(“left upper leg”);
Debug.Log(_bone.parent.ToString());//获取骨骼的父骨骼
Debug.Log(_bone.data.length.ToString());//获取骨骼长度
Debug.Log(_bone.rotation.ToString());//获取骨骼旋转
Debug.Log(_bone.data.scaleX.ToString());//获取骨骼放缩
Debug.Log(_bone.data.scaleY.ToString());
Debug.Log(_bone.data.inheritRotation.ToString());// 是否旋转值相对父骨骼 true是相对父骨骼
Debug.Log(_bone.data.inheritScale.ToString());//是否放缩值相对父骨骼 true是相对父骨骼
//SlotData
Spine.Slot _slot = skeletonAnimation.skeleton.FindSlot(“torso”);
Debug.Log(_slot.data.name);//获取slot的名字
Debug.Log(_slot.data.boneData.name);//获取slot挂靠的bone
Debug.Log(_slot.r.ToString());//获取slot的颜色R值
Debug.Log(_slot.data.attachmentName);//获取pose下slot的attachment名
_slot.data.additiveBlending = true;//获取或设置slot时候用additive blending来渲染 注释:用于特效?
//Animation
Debug.Log(skeletonAnimation.skeleton.data.animations[0].duration.ToString());//动画持续时间?
List
//Skeleton
Spine.SkeletonData _data = skeletonAnimation.skeleton.data;//获取SkeletonData
Debug.Log(_data.bones[0].ToString()); //获取所有骨骼
Debug.Log(_data.slots[0].ToString());//获取所有slots
Debug.Log(skeletonAnimation.skeleton.drawOrder[0].attachment.Name);//获取所有DrawOder
Debug.Log(skeletonAnimation.skeleton.skin.name);//获取当前skin名
skeletonAnimation.skeleton.r = 0.5f;//对skin的整体偏色 有rgba四个参数
Debug.Log(skeletonAnimation.skeleton.time.ToString());//?
skeletonAnimation.skeleton.flipX = true;//skeleton翻转轴向
skeletonAnimation.skeleton.flipY = true;
skeletonAnimation.skeleton.x = 0;//skeleton的坐标
skeletonAnimation.skeleton.y = 0;
skeletonAnimation.skeleton.SetBonesToSetupPose();
skeletonAnimation.skeleton.SetSlotsToSetupPose();
skeletonAnimation.skeleton.SetToSetupPose();
//skeletonAnimation.skeleton.GetAttachment();//获取GetAttachment
//skeletonAnimation.skeleton.SetAttachment();
skeletonAnimation.skeleton.Update(0.5f);//??
–换装函数,但是必须在slot里有这个attachMent名
skeletonAnimation = GetComponent(); skeletonAnimation.skeleton.SetAttachment(“rear_upper_arm”,“muzzle”); skeletonAnimation.skeleton.GetAttachment();
–动画翻转
if(x > 0) skeletonAnimation.skeleton.FlipX = false;
else if(x < 0) skeletonAnimation.skeleton.FlipX = true;
–播放动画
skeletonAnimation.state.SetAnimation(0, hitAnimation, false); skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
注:(起始帧,动画名,是否loop)
//角色之间的绘制排序
renderer.sortingOrder = -5;