手动控制spine 动画

This commit is contained in:
2024-07-19 17:11:19 +08:00
parent f34018ac59
commit d80f16a0f7
22 changed files with 675 additions and 1221 deletions

View File

@@ -7,8 +7,6 @@
import { Color, Component, EventTouch, sp, Vec3, _decorator } from "cc";
import { LayerUtil } from "../../../../../extensions/oops-plugin-framework/assets/core/utils/LayerUtil";
import { smc } from "../../common/SingletonModuleComp";
import Charactor, { CharactorDirection, CharactorState } from "../../map/view/map/charactor/Charactor";
import { ICharactorClip } from "../../map/view/map/charactor/ICharactorClip";
import RoleSpineAnimator from "./RoleSpineAnimator";
const { ccclass, property } = _decorator;
@@ -17,55 +15,29 @@ const { ccclass, property } = _decorator;
* SPINE角色模型
*/
@ccclass('RoleSpine')
export class RoleSpine extends Component implements ICharactorClip {
export class RoleSpine extends Component {
@property({ type: RoleSpineAnimator, tooltip: '动画控制器' })
animator: RoleSpineAnimator = null!;
private spine!: sp.Skeleton;
private charactor!: Charactor;
onLoad() {
// 角色控制组件
// this.charactor = this.addComponent(Charactor)!;
this.initAnimator();
LayerUtil.setNodeLayer(LayerUtil.MAP, this.node);
this.idle();
}
/** 初始化动画 */
protected initAnimator() {
this.spine = this.animator.getComponent(sp.Skeleton)!;
this.spine.setSkin('war');
}
setPlayer(pos: Vec3) {
// var scene = smc.map.MapView.scene;
// this.node.parent = scene.entityLayer!.node!;
// this.charactor.clip = this;
// this.charactor.sceneMap = scene;
this.charactor.pos = pos;
this.charactor.updateZIndex();
}
setDirection(value: CharactorDirection): void {
if (value > 4) {
this.animator!.node.setScale(-1, 1, 1);
}
else {
this.animator!.node.setScale(1, 1, 1);
}
}
setState(value: CharactorState): void {
switch (value) {
case CharactorState.Idle:
this.idle();
break;
case CharactorState.Run:
this.walk();
break;
}
}
setSkin(value: string): void {
this.spine.setSkin(value);
}
@@ -89,10 +61,10 @@ export class RoleSpine extends Component implements ICharactorClip {
}
walk() {
this.animator!.setNumber("Speed", 1);
}
idle() {
this.animator!.setNumber("Speed", 0);
this.animator!.play("idle");
}
}