疫情,TNND,害的我到现在才敢找工作,在家活生生耽误半年.
新工作接触了Spine动画,然后美术来找我调效果,为了偷懒就写了个Demo给他,目前用着还不错,哈哈哈
为了简单化,所有的变量就都在界面上显示了.不过权重什么的没做调整,因为我们没有边跑边打的需求.
我是在Unity3D引擎下开发的,语言用的C#,其实大家灵活运用,具体方法就那几个.
代码简介:
Q:停止
(播放Qname动画,不循环)
W:播放
(循环播放Wanme的动画)
E:慢速
(根据Etime改变速度)
R:快速
(根据Rtime改变速度)
T:暂停
(暂停播放当前动画,不改变播放速度和顺序)
Y:继续(继续播放动画,速度调至正常速度)
U:添加(填好播放顺序后,启动测试,先按此键,再按I键)
P:平滑过渡(Lname:前动画,Rname:后动画,timess:过渡时间)
I:按照添加好的顺序播放
A:向左转
D:向右转
以上所有效果启动程序测试后,按键生效,不按不管用
管理脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
using System;
using System.Runtime.CompilerServices;
public class SpineManage : MonoBehaviour
{
static SkeletonAnimation skeletonAnimation;//骨骼动画
static AnimationStateData animStateData;//动画状态数据
Spine.AnimationState saState;//动画状态
static Dictionary<int, string> playDic = new Dictionary<int, string>();
// Start is called before the first frame update
void Start()
{
skeletonAnimation = GetComponent<SkeletonAnimation>();
saState = skeletonAnimation.AnimationState;
animStateData = skeletonAnimation.SkeletonDataAsset.GetAnimationStateData();
//ExposedList<Spine.Animation> animations = skeletonAnimation.skeleton.Data.Animations;
//Debug.Log(animations.Count);
//for (int i = 0, n = animations.Count; i < n; i++)
//{
// Spine.Animation animation = animations.Items[i];
// Debug.Log(animation.Duration);
//}
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// 动画添加
/// </summary>
/// <param name="weight">权重值:数字越大优先级越高</param>
/// <param name="spineName">动画名称</param>
/// <param name="flag">是否循环</param>
/// <param name="delay">延迟系数</param>
public static void SpineAdd(int weight, string spineName, bool flag, float delay)
{
skeletonAnimation.AnimationState.AddAnimation(weight, spineName, flag, delay);
var trackEntry = skeletonAnimation.state.GetCurrent(0);
Debug.Log(trackEntry);
}
/// <summary>
/// 动画播放
/// </summary>
/// <param name="weight">权重值:数字越大优先级越高</param>
/// <param name="spineName">动画名称</param>
/// <param name="flag">是否循环</param>
public static void SpinePlay(int weight, string spineName, bool flag)
{
skeletonAnimation.AnimationState.SetAnimation(weight, spineName, flag);
}
/// <summary>
/// 动画按添加顺序播放(是否循环)
/// </summary>
public static void SpinePlayDic(bool flag)
{
if (flag)
{
//我就不信有啥动画能连续放三十遍
for (int i = 0; i < 30; i++)
{
showDic();
}
}
else
{
showDic();
}
}
/// <summary>
/// 遍历播放字典
/// </summary>
private static void showDic()
{
foreach (string str in playDic.Values)
{
skeletonAnimation.AnimationState.AddAnimation(0, str, false, 0f);
}
}
/// <summary>
/// 设置前一个动画向后一个动画之间平滑过渡的时间,切换的时候混合多少
/// </summary>
/// <param name="beforeName">前一个动画</param>
/// <param name="afterName">后一个动画</param>
/// <param name="time">平滑过渡的时间</param>
public static void SpineMix(string beforeName, string afterName, float time)
{
animStateData.SetMix(beforeName, afterName, time);
}
/// <summary>
/// 倍速播放,等于0 动画暂停,注意速度更改后为永久性的
/// </summary>
/// <param name="speed">播放速度</param>
public static void SpineSpeed(float speed)
{
skeletonAnimation.timeScale = speed;
}
/// <summary>
/// 从任意某一帧开始播放
/// </summary>
/// <param name="weight">权重值</param>
/// <param name="spineName">动画名称</param>
/// <param name="flag">是否循环</param>
/// <param name="frames">要开始的帧数</param>
public static void SpineAnyPointPlay(int weight, string spineName, bool flag, float frames)
{
//原来用这个
// skeletonAnimation.state.SetAnimation(weight, spineName, flag).Time = frames / 30f;
//2019.4.0f1用这个
// skeletonAnim.state.SetAnimation(weight, spineName, flag).TrackTime = frames / 30f;
}
/// <summary>
/// 添加播放队列的播放动画.
/// 建议按照播放顺序添加,注意播放顺序int,如有重复,后添加的会覆盖原来的
/// </summary>
/// <param name="location">顺序</param>
/// <param name="spineName">动画名字</param>
public static void SpineAddDic(int location, string spineName)
{
if (!playDic.ContainsKey(location))
{
playDic.Add(location, spineName);
}
else
{
playDic.Remove(location);
playDic.Add(location, spineName);
}
}
/// <summary>
/// 动画左右翻转
/// </summary>
[Obsolete]
public static void SpineRotat(bool flag, GameObject model)
{
if (flag)
{
// skeletonAnimation.skeleton.FlipX = true;
model.transform.localScale = new Vector3(1, 1, 1);
}
else
{
// skeletonAnimation.skeleton.FlipX = false;
model.transform.localScale = new Vector3(-1, 1, 1);
}
}
}
用法
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameStart : MonoBehaviour
{
public GameObject Model;
Text text;
float timers = 0f;
//停止参数
public string Qname;
//播放参数
public string Wname;
//慢速播放
public float Espeed;
//快速播放
public float Rspeed;
//顺序播放
public List<string> Slist = new List<string>();
//动画融合
public string Lname;
public string Rname;
public float timess;
// Start is called before the first frame update
void Start()
{
Model.AddComponent<SpineManage>();
text = GameObject.Find("timer").GetComponent<Text>();
}
// Update is called once per frame
[Obsolete]
void Update()
{
//停止
if (Input.GetKeyDown(KeyCode.Q))
{
SpineManage.SpinePlay(0, Qname, false);
}
//播放
if (Input.GetKeyDown(KeyCode.W))
{
SpineManage.SpinePlay(0, Wname, true);
}
//慢速
if (Input.GetKeyDown(KeyCode.E))
{
SpineManage.SpineSpeed(Espeed);
}
//快速
if (Input.GetKeyDown(KeyCode.R))
{
SpineManage.SpineSpeed(Rspeed);
}
//暂停
if (Input.GetKeyDown(KeyCode.T))
{
SpineManage.SpineSpeed(0f);
}
//继续
if (Input.GetKeyDown(KeyCode.Y))
{
SpineManage.SpineSpeed(1f);
}
//添加
if (Input.GetKeyDown(KeyCode.U))
{
for (int i = 0; i < Slist.Count; i++)
{
SpineManage.SpineAddDic(i, Slist[i]);
}
}
//按照添加好的顺序播放
if (Input.GetKeyDown(KeyCode.I))
{
SpineManage.SpinePlayDic(true);
}
//动画融合
if (Input.GetKeyDown(KeyCode.P))
{
SpineManage.SpineMix(Lname, Rname, timess);
}
延时
//if (Input.GetKeyDown(KeyCode.U))
//{
// SpineManage.SpineAdd(0, "qianjin2", false, 5f);
//}
//向左转
if (Input.GetKeyDown(KeyCode.A))
{
SpineManage.SpineRotat(true, Model);
}
//向右转
if (Input.GetKeyDown(KeyCode.D))
{
SpineManage.SpineRotat(false, Model);
}
timers += Time.deltaTime;
text.text = timers.ToString();
}
}