一、基本使用:
- self.skeletonNode = sp.SkeletonAnimation:create("sptest/spineboy.json", "sptest/spineboy.atlas", 0.3)
- self.skeletonNode:setAnimation(0, "walk", true)
- self.skeletonNode:setMix("walk", "jump", 0.2)
- self.skeletonNode:setMix("jump", "run", 0.2)
- self.skeletonNode:setAnimation(0, "walk", false)
- self.skeletonNode:addAnimation(0, "hit", false)
- self.skeletonNode:setDebugBonesEnabled(true)
- self.skeletonNode:registerSpineEventHandler(function (event)
- print(string.format("[spine] %d start: %s", event.trackIndex,event.animation))
- end, sp.EventType.ANIMATION_START)
2、播放其他动画是用add
3、当set的动画播放完毕停止之后(非循环),再add动画是不会动的。
4、mix 就是让2个动画直接的衔接更平滑,最后一个参数是过渡时间
1、回调
正常情况下,都会对一个动画的完结做一些处理。比如我需要的就是,当动作A完成后,播放动作C。基本写法如下:
- self.skeletonNode:registerSpineEventHandler(function (event)
- if event.animation == "hit" then
- print("====== hit end ====")
- end
- end, sp.EventType.ANIMATION_END)
- self.skeletonNode:registerSpineEventHandler(function (event)
- if event.animation == "hit" then
- self.skeletonNode:setAnimation(0, "hit", false)
- end
- end, sp.EventType.ANIMATION_END)