技能碰撞改回物理碰撞
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@@ -10,21 +10,21 @@ export default class HeroAnmComp extends Component{
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private _hasStop = true;
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onLoad () {
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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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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// 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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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.spine!.clearTrack(1);
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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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@@ -67,7 +67,7 @@ export default class HeroAnmComp extends Component{
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// ANIMATIONS
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stop () {
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this.spine?.clearTrack(0);
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// this.spine?.clearTrack(0);
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this._hasStop = true;
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}
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@@ -92,8 +92,8 @@ export default class HeroAnmComp extends Component{
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this.spine?.setAnimation(0, 'Idle', true);
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}
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_setMix (anim1: string, anim2: string) {
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this.spine?.setMix(anim1, anim2, this.mixTime);
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this.spine?.setMix(anim2, anim1, this.mixTime);
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}
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// _setMix (anim1: string, anim2: string) {
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// this.spine?.setMix(anim1, anim2, this.mixTime);
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// this.spine?.setMix(anim2, anim1, this.mixTime);
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// }
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}
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