SkeletonAnimation
继承于SkeletonRenderer
播放动画
spTrackEntry* SkeletonAnimation::setAnimation (int trackIndex, const std::string& name, bool loop) {
spAnimation* animation = spSkeletonData_findAnimation(_skeleton->data, name.c_str());
if (!animation) {
log("Spine: Animation not found: %s", name.c_str());
return 0;
}
return spAnimationState_setAnimation(_state, trackIndex, animation, loop);
}
首先根据name去寻找动画,spAnimation对象主体是spTimeline,也就是Spine的时间线。
spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop) {
spTrackEntry* entry;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int interrupt = 1;
spTrackEntry* current = _spAnimationState_expandToIndex(self, trackIndex);
if (current) {
if (current->nextTrackLast == -1) {
/* Don't mix from an entry that was never applied. */
self->tracks[trackIndex] = current->mixingFrom;
_spEventQueue_interrupt(internal->queue, current);
_spEventQueue_end(internal->queue, current);
_spAnimationState_disposeNext(self, current);
current = current->mixingFrom;
interrupt = 0;
} else
_spAnimationState_disposeNext(self, current);
}
entry = _spAnimationState_trackEntry(self, trackIndex, animation, loop, current);
_spAnimationState_setCurrent(self, trackIndex, entry, interrupt);
_spEventQueue_drain(internal->queue);
return entry;