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  • cocos2dx spine动画

    其中要注意的几个地方:

    1. 1.8版本以上的atlas做了修改 在第二行添加了size 所以只要删除size这一行即可,
    2. 动作制作的时候如果层级有发生改变或者切换了skin,slot,请K帧一下,修改的部分:draworder和bone,一般首尾都K一下就行了。
    3.至于.skel的binary文件,是spine本身就提供的二进制文件,性能必然高于json,本人目前正在修改完善spine runtime的binary(因为官方也不提供,完成起来慢了点,以后或许会放出)。
    4.newskeletonanimation在create时候最后一个参数scale别忘了。
    说一下runtime中常用的一些方法:

     1 skeletonNode = NEWSkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas", 0.6f);//创建动作,最后的参数为scale.
     2 
     3  
     4 
     5 skeletonNode->startListener = [this] (int trackIndex) {//设置动作开始检测的监听器
     6 spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex);//获得当前动作的状态信息
     7 const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
     8 log("%d start: %s", trackIndex, animationName);
     9 };
    10 skeletonNode->endListener = [] (int trackIndex) {//同理,结束动作监听
    11 log("%d end", trackIndex);
    12 };
    13 skeletonNode->completeListener = [] (int trackIndex, int loopCount) {//同理,完成动作监听
    14 log("%d complete: %d", trackIndex, loopCount);
    15 };
    16 skeletonNode->eventListener = [] (int trackIndex, spEvent* event) {//同理,事件监听,在spine中编辑好event导出
    17 log("%d event: %s, %d, %f, %s", trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue);
    18 };
    19 
    20 skeletonNode->setMix("walk", "jump", 0.2f);//协调动作
    21 skeletonNode->setMix("jump", "run", 0.2f);
    22 skeletonNode->setAnimation(0, "walk", true);//设置动作,可用多个set进行动作混合
    23 spTrackEntry* jumpEntry = skeletonNode->addAnimation(0, "jump", false, 3);//添加动作,在上个动作直接玩之后,之后为循环参数和delay
    24 skeletonNode->addAnimation(0, "run", true);
    25 
    26 skeletonNode->setStartListener(jumpEntry, [] (int trackIndex) {
    27 log("jumped!");
    28 });
    29 
    30 skeletonNode->timeScale = 0.3f;//动作间隔
    31 skeletonNode->debugBones = true;//debug模式
    32 skeletonNode->update(0);//更新动作
    33 spBone* root=skeletonNode->findBone("root");//找到name为root的骨骼,同理 通过 findslot 可以找到名字为name的slot

     1 skeletonNode = NEWSkeletonAnimation::createWithFile("Maid.json", "Maid.atlas", 0.6f);
     2 
     3     skeletonNode->startListener = [this] (int trackIndex) {
     4         spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex);
     5         const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
     6         log("%d start: %s", trackIndex, animationName);
     7     };
     8     skeletonNode->endListener = [=] (int trackIndex) {
     9         log("%d end", trackIndex);
    10         m_isSkeletonSiwtch = false;
    11     };
    12     skeletonNode->completeListener = [] (int trackIndex, int loopCount) {
    13         log("%d complete: %d", trackIndex, loopCount);
    14     };
    15     skeletonNode->eventListener = [] (int trackIndex, spEvent* event) {
    16         log("%d event: %s, %d, %f, %s", trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue);
    17     };
    18 
    19     skeletonNode->setPosition(100, 100);
    20     this->addChild(skeletonNode);
    21     //skeletonNode->setAnimation(0, "Event", false);
    
    
    
    
    
    //this->runAction(Sequence::createWithTwoActions(FadeOut::create(1.5), CallFunc::create([this](){
    //        m_pToufaTemp->removeFromParentAndCleanup(true);
    //    })));
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  • 原文地址:https://www.cnblogs.com/zhujiulunjian/p/6594777.html
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