头一次用龙骨动画,怎么在一个 dragonBones.ArmatureDisplay 组件中给 .dragonAsset 和 .dragonAtlasAsse t赋值,达到换动画的目的

    var ske = 'DragonBones/sheep06_ske'
    var atlas = 'DragonBones/sheep06_tex'
    cc.loader.loadRes(ske, dragonBones.DragonBonesAsset, (err, res) => {
        this.Sheep.dragonAtlasAsset = res;
        cc.loader.loadRes(atlas, dragonBones.DragonBonesAtlasAsset, (err, res) => {
        if (err) cc.error(err);
        this.Sheep.dragonAsset = res;
        // this.Sheep.armatureName = 'Sheep06';
    this.Sheep.playAnimation('walk', 0); 
            
    });
});

别沉啊,龙骨动画大神们看看

 this.dr = this.node.getComponent(dragonBones.ArmatureDisplay);
        this.dr.dragonAsset = null;
        this.dr.dragonAtlasAsset = null;
        let data = this.dr.armature();
        cc.loader.loadRes('spine/flower_1/Flowerpot_ske', (err, asset_1) => {
            if (err) {
                cc.error(err);
                return;
            }
            cc.loader.loadRes('spine/flower_1/Flowerpot_tex', dragonBones.DragonBonesAtlasAsset, (err, asset_2) => {
                if (err) {
                    cc.error(err);
                    return;
                }
                this.dr.dragonAsset = null;
                this.dr.dragonAtlasAsset = null;
                this.dr.dragonAsset = asset_1;
                this.dr.dragonAtlasAsset = asset_2;
                this.dr.armature().clock = data.clock;
                this.dr.playAnimation('stand', 0);
            })
        })
2赞

被替换带有龙骨动画的节点
dragonAsset、dragonAtlasAsset不能为空

谢谢回复,我解决了

怎么解决的?和我的方法是一样的吗?

不一样,最后我们没用给dragonAtlasAsset和dragonAsset赋值的方式,而是替换龙骨动画的prefab