egret---添加序列帧动画,帧包动画,龙骨动画

1.添加序列帧动画,
  首先,写封装序列帧的ts

  然后在皮肤上用上,这个类名的组件,然后写上id,资源名,帧数,设置属性    自动播放为false,
  
  最后在指定地方调用

  public startGameAnimation:uiCore.Animation;
  this.startGameAnimation.play();
2.帧包动画
3.龙骨动画

  首先,写DragonAnim.ts,,怎么写呢,主要是白鹭本来就有dragonBones.d.ts类,然后,DragonAnim这个类就是调用这个库dragonBones.d.ts里面的方法。
  比如说,从指定帧开始播放指定的动画,gotoAndPlayByFrame(animationName:string,frame?:number,playTimes?:number):AnimationState | null ;
  简单来说,就是DragonAnim这里重新写一遍,

  private armatureDisplay:dragonBones.EgretArmatureDisplay;

  重点来啦,
    public static createDA(daName:string,autoPlay:boolean = true,playOnce:boolean = false):DragonAnim{
      var animator:DragonAnim = new DragonAnim();

      animator.animSource = daName;

      animator.autoPlay = autoPlay;

      animator.playOnce = playOnce;

      return animator;
    }

    public loadPri:number = 0;

    //资源根目录

    public animSource ="";

    //默认动画

    public defaultAnimationName:string = '';

    //自动播放

    public autoPlay:boolean = true;

    //播放一次

    public playOnce:boolean = false;

    //在停止状态下是否隐藏

    public stopLaterHide:boolean = false;

    //循环播放

    private loopNum:number = 0;

    

    给armatureDisplay添加资源名

    在舞台上添加armatureDisplay ()
  但是呢,要先判断一下,

  public setAnimSrc(animSrc:string,animName:string.loadFn?:()=>void,loadThis?:any):void{
    this.animSource = animSrc;

    this.animName = animName;

    if(!!this.animSource){

      this.setLoadFn(loadFn,loadThis);

      if(CoreConfig.isWebp && RES.hasRes(this.animSource + "_tex_webp")){

        this.imgSrc = this.animSource + "_tex_webp";

      }else{

        this.imgSrc = this.animSource + "_tex_png";

      }

      core.LoaderManager.instance([this.animSource + "_ske_json",this.animSource + "_tex_json" ,this.imgSrc],this,this.loadResComplete);

    }
  }
  if(this.armatureDisplay && this.armatureDisplay.animation){
    this.armatureDisplay.animation.gotoAndPlayByFrame(animationName,frame,playTimes);
  }

public loadResComplete(){

  //加载资源的形式

}
//-------------------------------------------------------------------------------------------------------------------------
但是我是这样写龙骨动画的:
一般动画都是放在皮肤的一个组上:public gameEffectPanel:GameEffectPanel;
class GameEffectPane extends uiCore.View{
  public constructor(){
    super();
    this.touchChildren = false;
  }
  public playGameAnimation(){
    let aniamtor = new core.DragonAnim();
    animator.horizontalCenter = anmator.verticalCenter = 0;

    animator.autoPlay = true;

    this.addChild(animator);

    animator.setAnimSrc(animatorSource,null);

    //一定要清除方法一

    animator.setOverFn(()=>{
      core.DisplayUtil.removeDisplay(animator);
    },this);
  }
}


  


原文地址:https://www.cnblogs.com/Lauren-J/p/10580405.html