首先提供spine的最新运行库,当然这不是官方的,里面封装了ffd,是我自己修改过并添加了ffd代码,采用newSkeletonAnimation区别原先的skeletonAnimation具体点击:spine FFD runtime
其中要注意的几个地方:
1. 1.8版本以上的atlas做了修改 在第二行添加了size 所以只要删除size这一行即可,
2. 动作制作的时候如果层级有发生改变或者切换了skin,slot,请K帧一下,修改的部分:draworder和bone,一般首尾都K一下就行了。
3.至于.skel的binary文件,是spine本身就提供的二进制文件,性能必然高于json,本人目前正在修改完善spine runtime的binary(因为官方也不提供,完成起来慢了点,以后或许会放出)。
4.newskeletonanimation在create时候最后一个参数scale别忘了。
说一下runtime中常用的一些方法:
skeletonNode = NEWSkeletonAnimation::createWithFile("spineboy.json","spineboy.atlas",0.6f);//创建动作,最后的参数为scale.
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skeletonNode->startListener = [
this
] (
int
trackIndex) {
//设置动作开始检测的监听器
spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state,trackIndex);
//获得当前动作的状态信息
const
char
* animationName = (entry && entry->animation) ? entry->animation->name : 0;
log
(
"%d start: %s"
,trackIndex,animationName);
};
skeletonNode->endListener = [] (
//同理,结束动作监听
"%d end"
skeletonNode->completeListener = [] (
trackIndex,
loopCount) {
//同理,完成动作监听
"%d complete: %d"
skeletonNode->eventListener = [] (
//同理,事件监听,在spine中编辑好event导出
"%d event: %s,%d,%f,%s"
skeletonNode->setMix(
"walk"
"jump"
//协调动作
"run"
spTrackEntry* jumpEntry = skeletonNode->addAnimation(0,153)!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-weight:bold!important; font-size:1em!important; min-height:auto!important; background:none!important">false
//添加动作,在上个动作直接玩之后,之后为循环参数和delay
skeletonNode->addAnimation(0,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-size:1em!important; min-height:auto!important; background:none!important">);
skeletonNode->setStartListener(jumpEntry,[] (
trackIndex) {
"jumped!"
);
});
skeletonNode->timeScale = 0.3f;
//动作间隔
skeletonNode->debugBones =
;
//debug模式
skeletonNode->update(0);
//更新动作
spBone* root=skeletonNode->findBone(
"root"
//找到name为root的骨骼,同理 通过 findslot 可以找到名字为name的slot
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