+ 龙怪 动画脚本 兼容2种动画
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@@ -1,4 +1,4 @@
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import { _decorator, CCClass, Component, sp } from "cc";
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import { _decorator, CCClass, Component, sp,Animation} from "cc";
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const { ccclass, property } = _decorator;
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@ccclass('HeroAnmComp')
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@@ -6,56 +6,70 @@ export default class HeroAnmComp extends Component{
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mixTime:number= 0.2;
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private spine?: sp.Skeleton;
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private spine: sp.Skeleton;
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private _hasStop = true;
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private anm:Animation
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private is_spine:boolean=false
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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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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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}
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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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});
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spine.setEventListener(((trackEntry:any, event:any) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] event: %s, %s, %s, %s", trackEntry.trackIndex, animationName, event.data.name, event.intValue, event.floatValue, event.stringValue);
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}) as any);
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if(this.getComponent('sp.Skeleton')){
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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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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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}
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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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});
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spine.setEventListener(((trackEntry:any, event:any) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] event: %s, %s, %s, %s", trackEntry.trackIndex, animationName, event.data.name, event.intValue, event.floatValue, event.stringValue);
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}) as any);
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}else{
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this.is_spine=false
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this.anm=this.getComponent(Animation)
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}
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this._hasStop = false;
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}
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// OPTIONS
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toggleDebugSlots () {
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if(!this.is_spine) return
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this.spine!.debugSlots = !this.spine?.debugSlots;
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}
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toggleDebugBones () {
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if(!this.is_spine) return
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this.spine!.debugBones = !this.spine?.debugBones;
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}
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toggleDebugMesh () {
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if(!this.is_spine) return
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this.spine!.debugMesh = !this.spine?.debugMesh;
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}
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toggleUseTint () {
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if(!this.is_spine) return
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this.spine!.useTint = !this.spine?.useTint;
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}
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toggleTimeScale () {
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if(!this.is_spine) return
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if (this.spine!.timeScale === 1.0) {
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this.spine!.timeScale = 0.3;
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}
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@@ -72,24 +86,45 @@ export default class HeroAnmComp extends Component{
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}
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move () {
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if (this._hasStop) {
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this.spine?.setToSetupPose();
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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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if (this._hasStop) {
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this.spine?.setToSetupPose();
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}
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this.spine?.setAnimation(0, 'Walking', true);
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this._hasStop = false;
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}
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this.spine?.setAnimation(0, 'Walking', true);
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this._hasStop = false;
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}
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atk () {
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this.spine?.setAnimation(1, 'Attacking', false);
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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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}
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}
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max () {
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this.spine?.setAnimation(1, 'Taunt', false);
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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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}
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}
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atked () {
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this.spine?.setAnimation(1, 'Hurt', false);
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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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}
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}
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idle () {
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this.spine?.setToSetupPose();
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this.spine?.setAnimation(0, 'Idle', true);
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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?.setToSetupPose();
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this.spine?.setAnimation(0, 'Idle', true);
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}
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}
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_setMix (anim1: string, anim2: string) {
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