Cocos Creator Spine的BoundingBoxAttachment碰撞检测

版本2.3.4

参考:

CSDN spine使用BoundingBox实现游戏中的碰撞检测

cocos creator 获取spine的boundingBox附件信息

 

假如动画师在spine骨骼上画了一个BoundingBox,用于伤害判定的范围。

Cocos Creator Spine的BoundingBoxAttachment碰撞检测_第1张图片

 

 

在cocos中,从人物骨骼动画中获取这个hurt多边形,根据顶点创建一个PolygonCollider,并绑定到人物上,然后使用碰撞组件PolygonPolygon和Monster的BoxCollider进行碰撞检测

//sk是人物的骨骼动画,获取骨骼动画上的挂件
let attachment = this.sk.getAttachment('hero', "hurt")
//获取hero的骨骼
let slot = this.sk.findSlot("hero");
//获取hurt的顶点数组
let arr = {}
let data = attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, arr, 0, 2)
console.log("多边形挂件:",attachment);
console.log("多边形顶点:", arr);
//为hero增加多边形Collider
 this.addComponent(cc.PolygonCollider);
let poly:cc.PolygonCollider = this.getComponent(cc.PolygonCollider);
 for(let i=0;i<4;i++){
         poly.points[i].x = arr[i*2];
         poly.points[i].y = arr[i*2+1];
}
//hurt多边形碰撞体,和怪物mosnter的boxCollider进行碰撞检测(Monter.boxCollider为了测试方便保存的static变量)
console.log("碰撞:", cc.Intersection.polygonPolygon((poly as any).world.points, (Monster.boxCollider as any).world.points));

  

 

Cocos Creator Spine的BoundingBoxAttachment碰撞检测_第2张图片

 

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