角色动画 确定
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@@ -15,15 +15,29 @@ const { ccclass, property, requireComponent, disallowMultiple } = _decorator;
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@disallowMultiple
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@requireComponent(sp.Skeleton)
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export default class RoleSpineAnimator extends Component {
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private animName: string = "move";
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private animName: string = "Idle";
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private loop: boolean = true;
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private spine!: sp.Skeleton;
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start() {
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this.spine = this.getComponent(sp.Skeleton)!;
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// console.log("RoleSpineAnimator start");
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// console.log("MonsterSpineAnimator start");
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this.playAnimation(this.animName, this.loop);
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}
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mixTime:number= 0.2;
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protected onLoad(): void {
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this.spine = this.getComponent(sp.Skeleton)!;
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// this.spine?.setMix('atk', 'Idle', this.mixTime);
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// this.spine?.setMix('Idle','atk', this.mixTime);
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this.spine.setEndListener(trackEntry => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] end.", trackEntry.trackIndex, animationName);
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if (animationName == "Throwing"||animationName == "Hit") {
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this.spine.setAnimation(0, "Idle", true);
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}
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});
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}
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lateUpdate(dt: number) {
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//
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}
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@@ -44,9 +58,9 @@ export default class RoleSpineAnimator extends Component {
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* @param loop 是否循环播放
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*/
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protected playAnimation(animName: string, loop: boolean) {
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// console.log("RoleSpineAnimator playAnimation");
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// console.log("MonsterSpineAnimator playAnimation");
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if (animName) {
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// console.log("RoleSpineAnimator playAnimation animName", animName);
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// console.log("MonsterSpineAnimator playAnimation animName", animName);
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this.animName = animName;
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this.loop = loop;
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this.spine.setAnimation(0, this.animName, this.loop);
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