guofei 4fe0162b34 | ||
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README.md |
README.md
骨骼动画
骨骼动画资源需要用导出插件导出,导出之后可以用以下方式进行使用
// 按1 2 3 4键 切换动画
protected onKeyDown(e: egret3d.KeyEvent3D) {
switch (e.keyCode) {
case egret3d.KeyCode.Key_1:
if (this.role) {
this.role.animation.play("Idle");
}
break;
case egret3d.KeyCode.Key_2:
if (this.role) {
this.role.animation.play("Run");
}
break;
case egret3d.KeyCode.Key_3:
if (this.role) {
this.role.animation.play("Attack1");
}
break;
case egret3d.KeyCode.Key_4:
if (this.role) {
this.role.animation.play("Death");
}
break;
}
}
// 加载资源完成后 创建骨骼动画
protected createSkeletonAnimation() {
// 加载完成后用url查找资源
var geo: egret3d.Geometry = this.queueLoader.getAsset("resource/doc/ganning/Ganning.esm");
var clip0: egret3d.SkeletonAnimationClip = this.queueLoader.getAsset("resource/doc/ganning/Idle.eam");
var clip1: egret3d.SkeletonAnimationClip = this.queueLoader.getAsset("resource/doc/ganning/Run.eam");
var clip2: egret3d.SkeletonAnimationClip = this.queueLoader.getAsset("resource/doc/ganning/Attack1.eam");
var clip3: egret3d.SkeletonAnimationClip = this.queueLoader.getAsset("resource/doc/ganning/Death.eam");
var textures: egret3d.ITexture[] = [];
textures[0] = this.queueLoader.getAsset("resource/doc/ganning/Ganning.png");
textures[1] = this.queueLoader.getAsset("resource/doc/ganning/Ganning_f.png");
textures[2] = this.queueLoader.getAsset("resource/doc/ganning/Ganning_Weapon.png");
// 给每个动画指定名字 用于动画切换使用
clip0.animationName = "Idle";
clip1.animationName = "Run";
clip2.animationName = "Attack1";
clip3.animationName = "Death";
// 创建Mesh
var mesh: egret3d.Mesh = new egret3d.Mesh(geo, new egret3d.TextureMaterial());
this.role = mesh;
for (var i: number = 0; i < geo.subGeometrys.length; ++i) {
var mat: egret3d.MaterialBase = mesh.getMaterial(i);
if (!mat) {
mat = new egret3d.TextureMaterial();
mesh.addSubMaterial(i, mat);
}
mat.diffuseTexture = textures[i];
}
mesh.animation.skeletonAnimationController.addSkeletonAnimationClip(clip0);
mesh.animation.skeletonAnimationController.addSkeletonAnimationClip(clip1);
mesh.animation.skeletonAnimationController.addSkeletonAnimationClip(clip2);
mesh.animation.skeletonAnimationController.addSkeletonAnimationClip(clip3);
mesh.animation.play("Idle");
this.view.addChild3D(mesh);
// 监听动画播放完成事件
mesh.animation.skeletonAnimationController.addEventListener(egret3d.AnimationEvent3D.EVENT_PLAY_COMPLETE, this.onPlayComplete, this);
mesh.animation.skeletonAnimationController.addEventListener(egret3d.AnimationEvent3D.EVENT_FRAME_CHANGE, this.onPlayChange, this);
}
// 播放完成事件 如果是循环动画 完成一次会触发一次
protected onPlayComplete(e: egret3d.AnimationEvent3D) {
var skeletonAnimation: egret3d.SkeletonAnimation = e.target;
console.log("onPlayComplete:" + skeletonAnimation.currentAnimName);
}
// 换帧事件
protected onPlayChange(e: egret3d.AnimationEvent3D) {
var skeletonAnimation: egret3d.SkeletonAnimation = e.target;
//console.log("onPlayChange:" + skeletonAnimation.currentAnimName);
}