赞
踩
```csharp using Sirenix.OdinInspector; using Spine.Unity; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MixTest1 : MonoBehaviour { [SerializeField] [SpineAnimation] private string _beforeAnim; [SerializeField] [SpineAnimation] private string _animationName; //播放通道序号 public int TrackIndex = 1; public float AttachmentThreshold = 1; public float MixDuration = 0; public float mixDuration = 5; public float delay = 0.1f; public SkeletonAnimation skeletonAnimation; [Button("Test0")] public void Play1() { // 默认前面动画在0播放,可自行修改 var track = skeletonAnimation.AnimationState.SetAnimation(0, _beforeAnim, true); } [Button("Test1")] public void PlayShoot() { // 叠加动画 在 通道1播放 var track = skeletonAnimation.AnimationState.SetAnimation(TrackIndex, _animationName, false); track.AttachmentThreshold = AttachmentThreshold; track.MixDuration = MixDuration; var empty = skeletonAnimation.state.AddEmptyAnimation(TrackIndex, mixDuration, delay); empty.AttachmentThreshold = 1f; } }
在做动画叠加的时候,部分融化直接的 骨骼冲突导致 某些时候只能A融合B而不能B融合A,所以在制作动画的时候,需要考虑好动画之间的关系,哪些是基础动画,哪些是叠加动画
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。