怪物攻击后不走路问题
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@@ -18,23 +18,23 @@ export default class HeroAnmComp extends Component{
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this.is_spine=true
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this.spine=this.getComponent('sp.Skeleton') as sp.Skeleton;
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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if(this.node.parent.getComponent(HeroViewComp).fac==1){
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console.log('hero parent',this.node.parent.getComponent(HeroViewComp))
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this._setMix('Walking', 'Idle');
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this._setMix('Walking', 'Attacking');
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this._setMix('Walking', 'Taunt');
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this._setMix('Idle', 'Attacking');
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this._setMix('Idle', 'Taunt');
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this._setMix('Idle', 'Walking');
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this._setMix('Attacking', 'Idle');
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this._setMix('Attacking', 'Walking');
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this._setMix('Taunt', 'Walking');
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this._setMix('Taunt', 'Idle');
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}
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// if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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// console.log('hero parent',this.node.parent.getComponent(HeroViewComp))
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// this._setMix('Walking', 'Idle');
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// this._setMix('Walking', 'Attacking');
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// this._setMix('Walking', 'Taunt');
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// this._setMix('Idle', 'Attacking');
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// this._setMix('Idle', 'Taunt');
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// this._setMix('Idle', 'Walking');
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// this._setMix('Attacking', 'Idle');
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// this._setMix('Attacking', 'Walking');
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// this._setMix('Taunt', 'Walking');
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// this._setMix('Taunt', 'Idle');
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// }
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spine.setCompleteListener((trackEntry) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
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this.spine!.clearTrack(1);
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this.idle()
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}
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var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
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// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
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@@ -106,21 +106,21 @@ export default class HeroAnmComp extends Component{
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if(!this.is_spine) {
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this.anm?.play('atk')
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}else{
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this.spine?.setAnimation(1, 'Attacking', false);
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this.spine?.setAnimation(0, 'Attacking', false);
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}
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}
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max () {
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if(!this.is_spine) {
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this.anm?.play('atk')
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}else{
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this.spine?.setAnimation(1, 'Taunt', false);
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this.spine?.setAnimation(0, 'Taunt', false);
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}
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}
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atked () {
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if(!this.is_spine) {
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this.anm?.play('move')
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}else{
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this.spine?.setAnimation(1, 'Hurt', false);
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this.spine?.setAnimation(0, 'Hurt', false);
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}
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}
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idle () {
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@@ -131,7 +131,7 @@ export default class HeroAnmComp extends Component{
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if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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this.spine?.setAnimation(0, 'Idle', true);
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}else{
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this.spine?.setAnimation(0, 'move', true);
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this.spine?.setAnimation(0, 'Walking', true);
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}
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}
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}
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