/**
* @language zh_CN
* 淡入播放指定名称的动画。
* @param animationName 动画数据的名称。
* @param playTimes 循环播放的次数。 [-1: 使用数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次]
* @param fadeInTime 淡入的时间。 [-1: 使用数据默认值, [0~N]: N 秒淡入完毕] (以秒为单位)
* @param layer 混合的图层,图层高会优先获取混合权重。
* @param group 混合的组,用于给动画状态编组,方便混合淡出控制。
* @param fadeOutMode 淡出的模式。
* @param additiveBlending 以叠加的形式混合。
* @param displayControl 是否对显示对象属性可控。
* @param pauseFadeOut 暂停需要淡出的动画。
* @param pauseFadeIn 暂停需要淡入的动画,直到淡入结束才开始播放。
* @returns 返回控制这个动画数据的动画状态。
* @see dragonBones.AnimationFadeOutMode
* @see dragonBones.AnimationState
* @version DragonBones 4.5
*/
Animation.prototype.fadeIn = function (animationName, fadeInTime, playTimes, layer, group, fadeOutMode, additiveBlending, displayControl, pauseFadeOut, pauseFadeIn) {
if (fadeInTime === void 0) { fadeInTime = -1; }
if (playTimes === void 0) { playTimes = -1; }
if (layer === void 0) { layer = 0; }
if (group === void 0) { group = null; }
if (fadeOutMode === void 0) { fadeOutMode = 3 /* SameLayerAndGroup */; }
if (additiveBlending === void 0) { additiveBlending = false; }
if (displayControl === void 0) { displayControl = true; }
if (pauseFadeOut === void 0) { pauseFadeOut = true; }
if (pauseFadeIn === void 0) { pauseFadeIn = true; }
var animationData = this._animations[animationName];
if (!animationData) {
this._time = 0;
console.warn("Non-existent animation.", "DragonBones: " + this._armature.armatureData.parent.name, "Armature: " + this._armature.name, "Animation: " + animationName);
return null;
}
if (this._time != this._time) {
this._time = 0;
}
this._isPlaying = true;
if (fadeInTime != fadeInTime || fadeInTime < 0) {
if (this._lastAnimationState) {
fadeInTime = animationData.fadeInTime;
}
else {
fadeInTime = 0;
}
}
if (playTimes < 0) {
playTimes = animationData.playTimes;
}
this._fadeOut(fadeInTime, layer, group, fadeOutMode, pauseFadeOut);
this._lastAnimationState = dragonBones.BaseObject.borrowObject(dragonBones.AnimationState);
this._lastAnimationState._layer = layer;
this._lastAnimationState._group = group;
this._lastAnimationState.additiveBlending = additiveBlending;
this._lastAnimationState.displayControl = displayControl;
this._lastAnimationState._fadeIn(this._armature, animationData.animation || animationData, animationName, playTimes, animationData.position, animationData.duration, this._time, 1 / animationData.scale, fadeInTime, pauseFadeIn);
this._animationStates.push(this._lastAnimationState);
this._animationStateDirty = true;
this._time = 0;
if (this._animationStates.length > 1) {
this._animationStates.sort(Animation._sortAnimationState);
}
var slots = this._armature.getSlots();
for (var i = 0, l = slots.length; i < l; ++i) {
var slot = slots[i];
if (slot.inheritAnimation) {
var childArmature = slot.childArmature;
if (childArmature &&
childArmature.animation.hasAnimation(animationName) &&
!childArmature.animation.getState(animationName)) {
childArmature.animation.fadeIn(animationName);
}
}
}
this._armature.advanceTime(0);
return this._lastAnimationState;
}
cocos骨骼动画API之armature.animation.fadeIn
最新推荐文章于 2024-06-19 22:07:11 发布