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  • 【Unity3D游戏开发】spine-unity3D 学习笔记

    //skeletonData
    SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
    Debug.Log(skeletonAnimation.name);//获取角色名
    Debug.Log(skeletonAnimation.skeleton.bones[5].ToString()); //获取所有骨骼数组list<spine.Bone>
    Debug.Log(skeletonAnimation.skeleton.slots[5].ToString());//获取所有插槽数组
    Debug.Log(skeletonAnimation.skeleton.data.animations[0].name.ToString());//获取所有动画数组
    skeletonAnimation.skeleton.FindBone("root").flipX = true;//根据骨骼名获取骨骼
    Debug.Log(skeletonAnimation.skeleton.FindBoneIndex("root").ToString());//根据骨骼名获取骨骼的index
    Debug.Log(skeletonAnimation.skeleton.FindSlot("torso").attachment.Name);//根据slot名获取slot
    Debug.Log(skeletonAnimation.skeleton.FindSlotIndex("torso").ToString());//根据slot名获取slot index
    Debug.Log(skeletonAnimation.skeleton.data.FindAnimation("walk").name);//根据动画名获取动画
    
    //skin
    Debug.Log(skeletonAnimation.skeleton.data.skins[0].name.ToString());//获取所有 skin
    Spine.Attachment _attachment = skeletonAnimation.skeleton.data.skins[0].GetAttachment(5,"left lower leg");//从skin通过slot的index attachment的名获取attachment
    
    //BoneData
    Spine.Bone _bone = skeletonAnimation.skeleton.FindBone("left upper leg");
    Debug.Log(_bone.parent.ToString());//获取骨骼的父骨骼
    Debug.Log(_bone.data.length.ToString());//获取骨骼长度
    Debug.Log(_bone.rotation.ToString());//获取骨骼旋转
    Debug.Log(_bone.data.scaleX.ToString());//获取骨骼放缩
    Debug.Log(_bone.data.scaleY.ToString());
    Debug.Log(_bone.data.inheritRotation.ToString());// 是否旋转值相对父骨骼 true是相对父骨骼
    Debug.Log(_bone.data.inheritScale.ToString());//是否放缩值相对父骨骼 true是相对父骨骼
    
    //SlotData
    Spine.Slot _slot = skeletonAnimation.skeleton.FindSlot("torso");
    Debug.Log(_slot.data.name);//获取slot的名字
    Debug.Log(_slot.data.boneData.name);//获取slot挂靠的bone
    Debug.Log(_slot.r.ToString());//获取slot的颜色R值
    Debug.Log(_slot.data.attachmentName);//获取pose下slot的attachment名
    _slot.data.additiveBlending = true;//获取或设置slot时候用additive blending来渲染 注释:用于特效?
    
    //Animation
    Debug.Log(skeletonAnimation.skeleton.data.animations[0].duration.ToString());//动画持续时间?
    List<Spine.Timeline> _timeline = skeletonAnimation.skeleton.data.animations[0].timelines;//获取动画timeline
    
    //Skeleton
    Spine.SkeletonData _data = skeletonAnimation.skeleton.data;//获取SkeletonData
    Debug.Log(_data.bones[0].ToString()); //获取所有骨骼
    Debug.Log(_data.slots[0].ToString());//获取所有slots
    Debug.Log(skeletonAnimation.skeleton.drawOrder[0].attachment.Name);//获取所有DrawOder
    Debug.Log(skeletonAnimation.skeleton.skin.name);//获取当前skin名
    skeletonAnimation.skeleton.r = 0.5f;//对skin的整体偏色 有rgba四个参数
    Debug.Log(skeletonAnimation.skeleton.time.ToString());//?
    skeletonAnimation.skeleton.flipX = true;//skeleton翻转轴向
    skeletonAnimation.skeleton.flipY = true;
    skeletonAnimation.skeleton.x = 0;//skeleton的坐标
    skeletonAnimation.skeleton.y = 0;
    skeletonAnimation.skeleton.SetBonesToSetupPose();
    skeletonAnimation.skeleton.SetSlotsToSetupPose();
    skeletonAnimation.skeleton.SetToSetupPose();
    
    //skeletonAnimation.skeleton.GetAttachment();//获取GetAttachment
    //skeletonAnimation.skeleton.SetAttachment();
    skeletonAnimation.skeleton.Update(0.5f);//??
    }
    
    --换装函数,但是必须在slot里有这个attachMent名
    
    skeletonAnimation = GetComponent<SkeletonAnimation>();
    skeletonAnimation.skeleton.SetAttachment("rear_upper_arm","muzzle");
    skeletonAnimation.skeleton.GetAttachment();
    
     
    
    --动画翻转
    
    if(x > 0)
    skeletonAnimation.skeleton.FlipX = false;
    else if(x < 0)
    skeletonAnimation.skeleton.FlipX = true;
    
     
    
    --播放动画
    
    skeletonAnimation.state.SetAnimation(0, hitAnimation, false);
    skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
    
    注:(起始帧,动画名,是否loop)
    
     
    
    //角色之间的绘制排序
    
    renderer.sortingOrder = -5;
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  • 原文地址:https://www.cnblogs.com/qinshuaijun/p/10654100.html
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