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