Egret之龍骨卡槽(slot)換皮
阿新 • • 發佈:2018-01-30
news rtl loading isp new jump mpi skin debug 龍骨的圖片是綁定在卡槽上的.並且是一對一的關系.所以可以通過對骨架的卡槽上綁定的圖片的更換來實現另一種換皮的效果.
換皮的核心代碼:
//針對slot設置其新內容 private setNewSlot( slotName:string, textureName:string ) { //方法1 var slot:dragonBones.Slot = this._armature.getSlot( slotName ); var b:egret.Bitmap = new egret.Bitmap(); b.texture = RES.getRes( textureName ); b.x = slot.display.x; b.y = slot.display.y; b.anchorOffsetX = b.width/2; b.anchorOffsetY = b.height/2; slot.setDisplay( b ); //方法2,僅限於slot中內容為Bitmap //var slot:dragonBones.Slot = this._armature.getSlot(slotName); //slot.display.texture = RES.getRes(textureName); }
我做了一個工具:
module bg2tool{ /** * 碧鴿龍骨動畫工具--單例 * @author Husz */ export class DragonBoneAnimationTools{ private static _instance : DragonBoneAnimationTools = null; /** * 獲取單例(只讀......) * @returns {bg2tool.DragonBoneAnimationTools} * @constructor */ public static get Instance() : DragonBoneAnimationTools{ if( DragonBoneAnimationTools._instance == null ){ DragonBoneAnimationTools._instance = new DragonBoneAnimationTools(); } return DragonBoneAnimationTools._instance; } /** * 防止類外實例化 */ private constructor(){} /** * 設置骨骼卡槽的皮膚 * @param {dragonBones.EgretArmatureDisplay} $animation 骨骼動畫 * @param {string} $slotName 卡槽名稱 * @param {string} $textureName 紋理 */ public setNewSlot( $animation : dragonBones.EgretArmatureDisplay , $slotName:string, $textureName:string ) : void{ if( DEBUG ){ if( !RES.hasRes($textureName) ){ egret.error(`骨骼動畫卡槽換裝 ${$textureName} 紋理沒有配置!!!`); }else{ if( RES.getRes( $textureName ) == null ){ egret.error(`骨骼動畫卡槽換裝 ${$textureName} 紋理沒有被加載!!!`); } } } let slot:dragonBones.Slot = $animation.armature.getSlot($slotName); let b:egret.Bitmap = new egret.Bitmap(); b.texture = RES.getRes( $textureName ); b.x = slot.display.x; b.y = slot.display.y; b.anchorOffsetX = b.width>>1; b.anchorOffsetY = b.height>>1; slot.display = b; } } }
現在準備測試
①: 準備龍骨資源
註意:
球的圖片資源綁定的卡槽名稱為 slot
看看初始骨骼動畫效果:
private $dragonBone : dragonBones.EgretArmatureDisplay = null;
this.$dragonBone = bg2tool.DragonBonePoolResManager.Instance.getAnimation4DragonBone( "GuajiSelfBone_ske_json", "GuajiSelfBone_tex_json", "GuajiSelfBone_tex_png", "guajiAnimation", 1, 1 ); this._context.GuajiAnimation.addChild( this.$dragonBone ); this.$dragonBone.x = 200; this.$dragonBone.y = 400; this.$dragonBone.animation.play("jumping",0);
結果:
換皮開始:
換成:
代碼:
this.$dragonBone = bg2tool.DragonBonePoolResManager.Instance.getAnimation4DragonBone(
"GuajiSelfBone_ske_json",
"GuajiSelfBone_tex_json",
"GuajiSelfBone_tex_png",
"guajiAnimation",
1,
1
);
this._context.GuajiAnimation.addChild( this.$dragonBone );
this.$dragonBone.x = 200;
this.$dragonBone.y = 400;
this.$dragonBone.animation.play("jumping",0);
bg2tool.ResSyncLoadingManager.Instance.startLoading( "1-1_99003_png" , this.changeSkin.bind(this) );
private changeSkin( $skin : string ) : void{
if( $skin == "1-1_99003_png" ){
bg2tool.DragonBoneAnimationTools.Instance.setNewSlot( this.$dragonBone , "slot" , $skin );
}
}
結果 :
Egret之龍骨卡槽(slot)換皮