armature


-- 获取Armature配置文件路径

function GetArmatureFilePath(name)
local armatureResourceRelativePaths = {
"res/image/sprite/",
"res/image/effect/",
}
for i=1,#armatureResourceRelativePaths do
local relativePath = armatureResourceRelativePaths[i]..name.."/"
local relativeFileName = relativePath..name..".ExportJson"
local isExist = cc.FileUtils:getInstance():isFileExist(relativeFileName)
if isExist then
return relativeFileName
end
end
return nil
end
 
function ArmatureResourceManager:loadArmature(name)
if name == nil then
return false
end 
local armatureDataManager = ccs.ArmatureDataManager:getInstance()
local animationData = armatureDataManager:getAnimationData(name)
if nil == animationData then
local resourcePath = GetArmatureFilePath(name)
if resourcePath then
armatureDataManager:addArmatureFileInfo(resourcePath)
else
cclog(string.format("Failure to found Armature '%s' in ArmatureResourceList", name))
return false
end
end
return true
end



 

-- 特效-armature

local effectName = 'ef_weilan'
local ret = ArmatureResourceManager.getInstance():loadArmature(effectName)
if ret then
          self.mEffectSprite = ccs.Armature:create(effectName)
          local effectPosition = cc.p(500,500)
          self.mEffectSprite:setPosition(effectPosition)
          self:addChild(self.mEffectSprite)
 
          self.mEffectSprite:getAnimation():playWithIndex(0)
          -- 参数 armature,完成程度,动作名称(idle)  ,动作完成后的回调
          local function animationEvent(armatureBack, movementType,movementID)
              local id = movementID
              if movementType == ccs.MovementEventType.complete then
              end
          end
       self.mEffectSprite:getAnimation():setMovementEventCallFunc(animationEvent)
 end
farmature = ccs.Armature:create("n02")
farmature :getAnimation():play("idle01")
-- 初始化为第0帧
bgComponentluobo:getAnimation():gotoAndPause(0)


 

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