cocos creater 2.4.x 加载远程spine骨骼动画

加载远程资源方法

/**
 * 加载远程资源方法
 *
 * @export
 * @param {string} path
 * @return {*}  {Promise<any>}
 */
export function loadRemote(path: string): Promise<any> {
  return new Promise<any>((resolve, reject) => {
    cc.assetManager.loadRemote(path, (error, asset) => {
      if (error) reject(error);
      resolve(asset);
    });
  });
}

加载远程spine骨骼动画例子

 // 初始化地鼠骨骼动画
    let moleSpineRes =
      GlobalVariable.config.pokeMoleGameConfig.sceneElement.mainElement
        .moleSpine.asset;
    let moleSpineAsset: string[] = [
      moleSpineRes.atlasSrc,
      moleSpineRes.jsonSrc,
      moleSpineRes.imageSrc,
    ];
    let moleSpineData: any[] = [];
    try {
      moleSpineData = await Promise.all(
        moleSpineAsset.map((v) => loadRemote(v))
      );
    } catch (error) {
      throw new Error(`自定义地鼠骨骼动画加载失败:${error}`);
    }
    let moleSpineArray: sp.Skeleton[] = cc
      .find("Canvas/pokemole.main")
      .getComponentsInChildren(sp.Skeleton)
      .filter((v) => ["Mouse"].includes(v.node.name));
    moleSpineArray.forEach((v) => {
      v.skeletonData.atlasText = moleSpineData[0].text;
      v.skeletonData.skeletonJson = moleSpineData[1].json;
      v.skeletonData.textures = [moleSpineData[2]];
    });
好的,我可以为您提供一个基于 cocoscreator 2.4.x 的发光 shader。以下是代码: ``` CCEffect %{ techniques: - name: glow passes: - vert: ccShader_PositionTextureColor_vert frag: glow_frag } %} CCProgram glow { CCShader_PositionTextureColor_vert, highp vec4 blurSize; void main() { mat4 mvp; CC_USE_MVP(mvp); gl_Position = mvp * vec4(a_position, 1); v_fragmentColor = a_color; v_texCoord = a_texCoord; } CCShader_Header { uniform highp vec4 blurSize; varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; const highp float glowPow = 2.0; const highp float glowStrength = 0.5; } CCShader glow_frag { highp vec4 blurSize; highp float blurRadius = 2.0; void main() { highp vec4 sum = vec4(0.0); highp vec2 texcoord = v_texCoord.xy; highp vec2 blur = blurSize.xy; highp float strength = blurSize.z; highp float glow = blurSize.w; highp float samples = 8.0; highp vec4 col = texture2D(CC_Texture0, texcoord); for (highp float i = 0.0; i < samples; i++) { highp float angle = i / samples * 3.14159265 * 2.0; highp vec2 blurDirection = vec2(sin(angle), cos(angle)); highp vec4 blurCol = texture2D(CC_Texture0, texcoord + blurDirection * blurRadius * blur); sum += blurCol; } highp vec4 glowCol = sum / samples; glowCol = (glowCol - col) * glow * glowPow + col; gl_FragColor = mix(col, glowCol, strength) * v_fragmentColor; } } } ``` 您可以将此代码添加到您的 cocoscreator 2.4.x 项目中,然后将此 shader 应用于需要发光效果的 sprite 上。希望这可以帮到您!
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