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疫情,TNND,害的我到现在才敢找工作,在家活生生耽误半年.
新工作接触了Spine动画,然后美术来找我调效果,为了偷懒就写了个Demo给他,目前用着还不错,哈哈哈
为了简单化,所有的变量就都在界面上显示了.不过权重什么的没做调整,因为我们没有边跑边打的需求.
我是在Unity3D引擎下开发的,语言用的C#,其实大家灵活运用,具体方法就那几个.
代码简介:
Q:停止
(播放Qname动画,不循环)
W:播放
(循环播放Wanme的动画)
E:慢速
(根据Etime改变速度)
R:快速
(根据Rtime改变速度)
T:暂停
(暂停播放当前动画,不改变播放速度和顺序)
Y:继续(继续播放动画,速度调至正常速度)
U:添加(填好播放顺序后,启动测试,先按此键,再按I键)
P:平滑过渡(Lname:前动画,Rname:后动画,timess:过渡时间)
I:按照添加好的顺序播放
A:向左转
D:向右转
以上所有效果启动程序测试后,按键生效,不按不管用
管理脚本
using System.Collections; using System.Collections.Generic; using UnityEngine; using Spine; using Spine.Unity; using System; using System.Runtime.CompilerServices; public class SpineManage : MonoBehaviour { static SkeletonAnimation skeletonAnimation;//骨骼动画 static AnimationStateData animStateData;//动画状态数据 Spine.AnimationState saState;//动画状态 static Dictionary<int, string> playDic = new Dictionary<int, string>(); // Start is called before the first frame update void Start() { skeletonAnimation = GetComponent<SkeletonAnimation>(); saState = skeletonAnimation.AnimationState; animStateData = skeletonAnimation.SkeletonDataAsset.GetAnimationStateData(); //ExposedList<Spine.Animation> animations = skeletonAnimation.skeleton.Data.Animations; //Debug.Log(animations.Count); //for (int i = 0, n = animations.Count; i < n; i++) //{ // Spine.Animation animation = animations.Items[i]; // Debug.Log(animation.Duration); //} } // Update is called once per frame void Update() { } /// <summary> /// 动画添加 /// </summary> /// <param name="weight">权重值:数字越大优先级越高</param> /// <param name="spineName">动画名称</param> /// <param name="flag">是否循环</param> /// <param name="delay">延迟系数</param> public static void SpineAdd(int weight, string spineName, bool flag, float delay) { skeletonAnimation.AnimationState.AddAnimation(weight, spineName, flag, delay); var trackEntry = skeletonAnimation.state.GetCurrent(0); Debug.Log(trackEntry); } /// <summary> /// 动画播放 /// </summary> /// <param name="weight">权重值:数字越大优先级越高</param> /// <param name="spineName">动画名称</param> /// <param name="flag">是否循环</param> public static void SpinePlay(int weight, string spineName, bool flag) { skeletonAnimation.AnimationState.SetAnimation(weight, spineName, flag); } /// <summary> /// 动画按添加顺序播放(是否循环) /// </summary> public static void SpinePlayDic(bool flag) { if (flag) { //我就不信有啥动画能连续放三十遍 for (int i = 0; i < 30; i++) { showDic(); } } else { showDic(); } } /// <summary> /// 遍历播放字典 /// </summary> private static void showDic() { foreach (string str in playDic.Values) { skeletonAnimation.AnimationState.AddAnimation(0, str, false, 0f); } } /// <summary> /// 设置前一个动画向后一个动画之间平滑过渡的时间,切换的时候混合多少 /// </summary> /// <param name="beforeName">前一个动画</param> /// <param name="afterName">后一个动画</param> /// <param name="time">平滑过渡的时间</param> public static void SpineMix(string beforeName, string afterName, float time) { animStateData.SetMix(beforeName, afterName, time); } /// <summary> /// 倍速播放,等于0 动画暂停,注意速度更改后为永久性的 /// </summary> /// <param name="speed">播放速度</param> public static void SpineSpeed(float speed) { skeletonAnimation.timeScale = speed; } /// <summary> /// 从任意某一帧开始播放 /// </summary> /// <param name="weight">权重值</param> /// <param name="spineName">动画名称</param> /// <param name="flag">是否循环</param> /// <param name="frames">要开始的帧数</param> public static void SpineAnyPointPlay(int weight, string spineName, bool flag, float frames) { //原来用这个 // skeletonAnimation.state.SetAnimation(weight, spineName, flag).Time = frames / 30f; //2019.4.0f1用这个 // skeletonAnim.state.SetAnimation(weight, spineName, flag).TrackTime = frames / 30f; } /// <summary> /// 添加播放队列的播放动画. /// 建议按照播放顺序添加,注意播放顺序int,如有重复,后添加的会覆盖原来的 /// </summary> /// <param name="location">顺序</param> /// <param name="spineName">动画名字</param> public static void SpineAddDic(int location, string spineName) { if (!playDic.ContainsKey(location)) { playDic.Add(location, spineName); } else { playDic.Remove(location); playDic.Add(location, spineName); } } /// <summary> /// 动画左右翻转 /// </summary> [Obsolete] public static void SpineRotat(bool flag, GameObject model) { if (flag) { // skeletonAnimation.skeleton.FlipX = true; model.transform.localScale = new Vector3(1, 1, 1); } else { // skeletonAnimation.skeleton.FlipX = false; model.transform.localScale = new Vector3(-1, 1, 1); } } }
用法
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GameStart : MonoBehaviour { public GameObject Model; Text text; float timers = 0f; //停止参数 public string Qname; //播放参数 public string Wname; //慢速播放 public float Espeed; //快速播放 public float Rspeed; //顺序播放 public List<string> Slist = new List<string>(); //动画融合 public string Lname; public string Rname; public float timess; // Start is called before the first frame update void Start() { Model.AddComponent<SpineManage>(); text = GameObject.Find("timer").GetComponent<Text>(); } // Update is called once per frame [Obsolete] void Update() { //停止 if (Input.GetKeyDown(KeyCode.Q)) { SpineManage.SpinePlay(0, Qname, false); } //播放 if (Input.GetKeyDown(KeyCode.W)) { SpineManage.SpinePlay(0, Wname, true); } //慢速 if (Input.GetKeyDown(KeyCode.E)) { SpineManage.SpineSpeed(Espeed); } //快速 if (Input.GetKeyDown(KeyCode.R)) { SpineManage.SpineSpeed(Rspeed); } //暂停 if (Input.GetKeyDown(KeyCode.T)) { SpineManage.SpineSpeed(0f); } //继续 if (Input.GetKeyDown(KeyCode.Y)) { SpineManage.SpineSpeed(1f); } //添加 if (Input.GetKeyDown(KeyCode.U)) { for (int i = 0; i < Slist.Count; i++) { SpineManage.SpineAddDic(i, Slist[i]); } } //按照添加好的顺序播放 if (Input.GetKeyDown(KeyCode.I)) { SpineManage.SpinePlayDic(true); } //动画融合 if (Input.GetKeyDown(KeyCode.P)) { SpineManage.SpineMix(Lname, Rname, timess); } 延时 //if (Input.GetKeyDown(KeyCode.U)) //{ // SpineManage.SpineAdd(0, "qianjin2", false, 5f); //} //向左转 if (Input.GetKeyDown(KeyCode.A)) { SpineManage.SpineRotat(true, Model); } //向右转 if (Input.GetKeyDown(KeyCode.D)) { SpineManage.SpineRotat(false, Model); } timers += Time.deltaTime; text.text = timers.ToString(); } }
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