LayaAir之骨骼动画(基础)
LayaAir可以是用DragonBone和Spine生成的骨骼动画文件,但是需要将他们的动画文件进行转化,转化后的文件才能够被LayaAir识别.而无论是DragonBone还是Spine都不是LayaAir官方工具,转化的安全和兼容性有些问题,这是一个坑.
到目前为止此转化有2个问题:
①对版本的支持 , 存在迟滞性
②只支持图集模式
无论怎么样 , 总算是部分支持 . 现在先以DragonBone为例讲解骨骼动画.
Ⅰ, DragonBone骨骼动画 , 以Rooster_Ani为例:
①,导出DB文件 , 由于我的LayaAir , DB转换工具支持DB版本范围是 4.5~5.1.0 , 所以:
②,DB导出的骨骼文件有三个 : ske 骨骼文件 , tex.json 纹理文件 , tex.png 纹理图片
①,打开龙骨导出工具 , 进行导出(注意,源文件:DragonBone文件夹上;LayaAir转换的文件夹下)
②,将导出的文件(2个),导入到项目中,注意放在bin中:
①,基本核心
private rooster_dragonbone : Laya.Skeleton = null;
//显示DragonBone骨骼动画 this.initDragonAni( true , "rooster_eat_anim"); /** * 初始化DragonBone骨骼动画 * @param {boolean} $autoPlay 是否自动播放 * @param {string} $name 动画的名称 */ private initDragonAni( $autoPlay : boolean , $name : string ) : void{ this.rooster_dragonbone = new Laya.Skeleton(); Laya.stage.addChild( this.rooster_dragonbone ); this.rooster_dragonbone.pos( 410 , 600 ); this.rooster_dragonbone.load("dragonbone/rooster/Rooster_Ani.sk" , Laya.Handler.create( this, () : void => { this.mouse2DragonBone( true ); if(!$autoPlay || !$name){ this.rooster_dragonbone.stop(); }else{ this.showDragonAni( $name ); } } )); } private mouse2DragonBone( $isAdd : boolean ) : void { if( this.rooster_dragonbone ){ console.log("ccccccc"); if($isAdd){ let $event : Laya.Event = new Laya.Event(); $event.type = Laya.Event.COMPLETE; this.rooster_dragonbone.player.on( Laya.Event.COMPLETE , this , this.onDragonBoneHandler , [$event]); }else{ this.rooster_dragonbone.player.off( Laya.Event.COMPLETE , this , this.onDragonBoneHandler ); } } } private onDragonBoneHandler( $e : Laya.Event ) : void{ console.log("ok"); switch($e.type){ case Laya.Event.COMPLETE: console.log(`DragonBone 动画播放完毕!!!`); break; } } private showDragonAni( $name : string ) : void{ if( this.rooster_dragonbone && $name){ this.rooster_dragonbone.play( $name , true ); } }
注意:
1,骨骼动画一定要循环播放才会触发Complete事件.有点坑......
2,如果不调用this.rooster_dragonbone.stop();则播放默认动作:
结果:
②,扩展鼠标事件
在LayaAir中为2D骨骼动画加mouse响应是复杂的.下边慢慢介绍:
a,寻找响应区域:
this.rooster_dragonbone.load("dragonbone/rooster/Rooster_Ani.sk" , Laya.Handler.create( this, () : void => { let bound : Laya.Rectangle = this.rooster_dragonbone.getBounds(); // 加载完毕之后才能拿到有效的bounds let W = bound.width, H = bound.height; this.rooster_dragonbone.width = W; // 若不设置的话, this.rooster_dragonbone.width与node.height均为0 this.rooster_dragonbone.height = H; this.rooster_dragonbone.graphics.drawRect(0, 0, bound.width, bound.height, "#ff00ee"); this.mouse2DragonBone( true ); if(!$autoPlay || !$name){ this.rooster_dragonbone.stop(); }else{ this.showDragonAni( $name ); } } ));
注意:让动画停止,方可获取Laya.Rectangle,运行结果如下:
这个和DragonBone的关系对应(右下区域块):
b,解决方案
因为不可能调整骨骼动画的Laya.Rectangle , 所以需要为骨骼动画套一层(父层),用父层来承担响应.
private rooster_father_dragonbone : Laya.Sprite = null;
//显示DragonBone骨骼动画
this.initDragonAni( true , "rooster_eat_anim");
/** * 初始化DragonBone骨骼动画 * @param {boolean} $autoPlay 是否自动播放 * @param {string} $name 动画的名称 */ private initDragonAni( $autoPlay : boolean , $name : string ) : void{ this.rooster_father_dragonbone = new Laya.Sprite(); this.rooster_father_dragonbone.mouseEnabled = this.rooster_father_dragonbone.mouseThrough = true; this.rooster_dragonbone = new Laya.Skeleton(); this.rooster_father_dragonbone.addChild( this.rooster_dragonbone ); Laya.stage.addChild( this.rooster_father_dragonbone ); this.rooster_father_dragonbone.pos( 100 , 600 ); this.rooster_dragonbone.load("dragonbone/rooster/Rooster_Ani.sk" , Laya.Handler.create( this, () : void => { let bound : Laya.Rectangle = this.rooster_dragonbone.getBounds(); // 加载完毕之后才能拿到有效的bounds let W = bound.width, H = bound.height; this.rooster_dragonbone.width = W; // 若不设置的话, this.rooster_dragonbone.width与node.height均为0 this.rooster_dragonbone.height = H; this.rooster_dragonbone.pos(W/2, H/2); // 骨骼节点偏移(W/2,H/2),使动画区域的左上角与proxy节点的位置(左上角)重合 this.rooster_father_dragonbone.width = W; this.rooster_father_dragonbone.height = H; this.rooster_father_dragonbone.graphics.drawRect(0, 0, bound.width, bound.height, "#ff00ee"); this.mouse2DragonBone( true ); if(!$autoPlay || !$name){ this.rooster_dragonbone.stop(); }else{ this.showDragonAni( $name ); } } )); } private mouse2DragonBone( $isAdd : boolean ) : void { if( this.rooster_dragonbone ){ console.log("ccccccc"); if($isAdd){ let $event : Laya.Event = new Laya.Event(); $event.type = Laya.Event.COMPLETE; this.rooster_dragonbone.player.on( Laya.Event.COMPLETE , this , this.onDragonBoneHandler , [$event]); $event = new Laya.Event(); $event.type = Laya.Event.MOUSE_DOWN; this.rooster_father_dragonbone.on( Laya.Event.MOUSE_DOWN , this , this.onDragonBoneHandler , [$event] ); }else{ this.rooster_dragonbone.player.off( Laya.Event.COMPLETE , this , this.onDragonBoneHandler ); this.rooster_father_dragonbone.off( Laya.Event.MOUSE_DOWN , this , this.onDragonBoneHandler ); } } } private onDragonBoneHandler( $e : Laya.Event ) : void{ console.log("ok"); switch($e.type){ case Laya.Event.COMPLETE: console.log(`DragonBone 动画播放完毕!!!`); break; case Laya.Event.MOUSE_DOWN: console.log(`DragonBone 动画被单击`); break; } } private showDragonAni( $name : string ) : void{ if( this.rooster_dragonbone && $name){ this.rooster_dragonbone.play( $name , true ); } }
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