CocosCreator骨骼動畫之龍骨DragonBones

CocosCreator版本2.3.4

龍骨動畫

將龍骨動畫放到cocos的assets下。我這裡龍骨動畫是Dragonbones導出的二進制動畫。

直接拖拽龍骨動畫(骨頭圖標)到舞臺

設置骨骼動畫的屬性,DragonAltasAsset圖片,Animation動作,PlayTime循環播放等

代碼生成龍骨動畫

龍骨資源路徑是assets/resources/dragonbones,loadResDir隻需要填dragonbones就行瞭。

//根據路徑加載資源
cc.loader.loadResDir("dragonbones",cc.Asset,null,(err, resource)=>{
      console.log("資源:",resource);
      //生成骨骼動畫
      let node:cc.Node = new cc.Node();
      let armatureDisplay:dragonBones.ArmatureDisplay = node.addComponent(dragonBones.ArmatureDisplay);
      armatureDisplay.dragonAsset = resource[0];
      armatureDisplay.dragonAtlasAsset = resource[3];
      armatureDisplay.armatureName = "role3";
      armatureDisplay.playAnimation("move",0);
      node.x = 100;
      node.y = 100;
      this.node.addChild(node);
});

替換皮膚

//加載資源
 cc.loader.loadResDir("dragonbones",cc.Asset,null,(err, resource)=>{
     console.log("資源:",resource);
 
    //生成動畫1
    let node:cc.Node = new cc.Node();
    let armatureDisplay:dragonBones.ArmatureDisplay = node.addComponent(dragonBones.ArmatureDisplay);
    armatureDisplay.dragonAsset = resource[0];
    armatureDisplay.dragonAtlasAsset = resource[3];
    armatureDisplay.armatureName = "role3";
    armatureDisplay.playAnimation("move",0);
    node.x = 100;
    node.y = 100;
    this.node.addChild(node);
 
    //生成動畫2
    let node2:cc.Node = new cc.Node();
    let armatureDisplay2:dragonBones.ArmatureDisplay = node2.addComponent(dragonBones.ArmatureDisplay);
    armatureDisplay2.dragonAsset = resource[4];
    armatureDisplay2.dragonAtlasAsset = resource[7];
    armatureDisplay2.armatureName = "role4";
    armatureDisplay2.playAnimation("move",0);
    node2.x = 150;
    node2.y = 150;
    this.node.addChild(node2);
     
 
    //動畫2的皮膚應用到動畫1上
    let factory = dragonBones.CCFactory.getInstance();
    factory.replaceSkin(armatureDisplay.armature(), (armatureDisplay2.armature() as dragonBones.Armature).armatureData.defaultSkin, true);
});

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