//skeletonDataSkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();Debug.Log(skeletonAnimation.name);//獲取角色名Debug.Log(skeletonAnimation.skeleton.bones[5].ToString()); //獲取所有骨骼數(shù)組list<spine.Bone>Debug.Log(skeletonAnimation.skeleton.slots[5].ToString());//獲取所有插槽數(shù)組Debug.Log(skeletonAnimation.skeleton.data.animations[0].name.ToString());//獲取所有動(dòng)畫(huà)數(shù)組skeletonAnimation.skeleton.FindBone("root").flipX = true;//根據(jù)骨骼名獲取骨骼Debug.Log(skeletonAnimation.skeleton.FindBoneIndex("root").ToString());//根據(jù)骨骼名獲取骨骼的indexDebug.Log(skeletonAnimation.skeleton.FindSlot("torso").attachment.Name);//根據(jù)slot名獲取slotDebug.Log(skeletonAnimation.skeleton.FindSlotIndex("torso").ToString());//根據(jù)slot名獲取slot indexDebug.Log(skeletonAnimation.skeleton.data.FindAnimation("walk").name);//根據(jù)動(dòng)畫(huà)名獲取動(dòng)畫(huà)//skinDebug.Log(skeletonAnimation.skeleton.data.skins[0].name.ToString());//獲取所有 skinSpine.Attachment _attachment = skeletonAnimation.skeleton.data.skins[0].GetAttachment(5,"left lower leg");//從skin通過(guò)slot的index attachment的名獲取attachment//BoneDataSpine.Bone _bone = skeletonAnimation.skeleton.FindBone("left upper leg");Debug.Log(_bone.parent.ToString());//獲取骨骼的父骨骼Debug.Log(_bone.data.length.ToString());//獲取骨骼長(zhǎng)度Debug.Log(_bone.rotation.ToString());//獲取骨骼旋轉(zhuǎn)Debug.Log(_bone.data.scaleX.ToString());//獲取骨骼放縮Debug.Log(_bone.data.scaleY.ToString());Debug.Log(_bone.data.inheritRotation.ToString());// 是否旋轉(zhuǎn)值相對(duì)父骨骼 true是相對(duì)父骨骼Debug.Log(_bone.data.inheritScale.ToString());//是否放縮值相對(duì)父骨骼 true是相對(duì)父骨骼//SlotDataSpine.Slot _slot = skeletonAnimation.skeleton.FindSlot("torso");Debug.Log(_slot.data.name);//獲取slot的名字Debug.Log(_slot.data.boneData.name);//獲取slot掛靠的boneDebug.Log(_slot.r.ToString());//獲取slot的顏色R值Debug.Log(_slot.data.attachmentName);//獲取pose下slot的attachment名_slot.data.additiveBlending = true;//獲取或設(shè)置slot時(shí)候用additive blending來(lái)渲染 注釋?zhuān)河糜谔匦В?/AnimationDebug.Log(skeletonAnimation.skeleton.data.animations[0].duration.ToString());//動(dòng)畫(huà)持續(xù)時(shí)間?List<Spine.Timeline> _timeline = skeletonAnimation.skeleton.data.animations[0].timelines;//獲取動(dòng)畫(huà)timeline//SkeletonSpine.SkeletonData _data = skeletonAnimation.skeleton.data;//獲取SkeletonDataDebug.Log(_data.bones[0].ToString()); //獲取所有骨骼Debug.Log(_data.slots[0].ToString());//獲取所有slotsDebug.Log(skeletonAnimation.skeleton.draWorder[0].attachment.Name);//獲取所有DrawOderDebug.Log(skeletonAnimation.skeleton.skin.name);//獲取當(dāng)前skin名skeletonAnimation.skeleton.r = 0.5f;//對(duì)skin的整體偏色 有rgba四個(gè)參數(shù)Debug.Log(skeletonAnimation.skeleton.time.ToString());//?skeletonAnimation.skeleton.flipX = true;//skeleton翻轉(zhuǎn)軸向skeletonAnimation.skeleton.flipY = true;skeletonAnimation.skeleton.x = 0;//skeleton的坐標(biāo)skeletonAnimation.skeleton.y = 0;skeletonAnimation.skeleton.SetBonesToSetupPose();skeletonAnimation.skeleton.SetSlotsToSetupPose();skeletonAnimation.skeleton.SetToSetupPose();//skeletonAnimation.skeleton.GetAttachment();//獲取GetAttachment//skeletonAnimation.skeleton.SetAttachment();skeletonAnimation.skeleton.Update(0.5f);//??}
--換裝函數(shù),但是必須在slot里有這個(gè)attachMent名
skeletonAnimation = GetComponent<SkeletonAnimation>();skeletonAnimation.skeleton.SetAttachment("rear_upper_arm","muzzle");skeletonAnimation.skeleton.GetAttachment();
--動(dòng)畫(huà)翻轉(zhuǎn)
if(x > 0)skeletonAnimation.skeleton.FlipX = false;else if(x < 0)skeletonAnimation.skeleton.FlipX = true;
--播放動(dòng)畫(huà)
skeletonAnimation.state.SetAnimation(0, hitAnimation, false);skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
注:(起始幀,動(dòng)畫(huà)名,是否loop)
//角色之間的繪制排序
renderer.sortingOrder = -5;
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