骨骼动画换装

骨骼动画换装后 动画不播放了呀
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo(“roleStar/roleStar.ExportJson”);
pAr = Armature::create(“roleStar”);
pAr->getAnimation()->play(“1”);
pAr->setPosition(Vec2(winSize / 2));
this->addChild(pAr);

Bone *pBone = pAr->getBone("5");

// CCSpriteDisplayData sprDisplayData;
// for (int i = 0; i < sizeof(sWeaponName) / sizeof(sWeaponName); i++)
// {
// sprDisplayData.setParam(sWeaponName*.c_str());
// pArmature->getBone(“weapon”)->addDisplay(&sprDisplayData, i);
// }

Skin *pSkin1 = Skin::create("roleStar/hongse.png");
pBone->addDisplay(pSkin1, 1);
Skin *pSkin2 = Skin::create("roleStar/huangse.png");
pBone->addDisplay(pSkin2, 2);
Skin *pSkin3 = Skin::create("roleStar/lanse.png");
pBone->addDisplay(pSkin3, 3);
Skin *pSkin4 = Skin::create("roleStar/lvse.png");
pBone->addDisplay(pSkin4, 4);
Skin *pSkin5 = Skin::create("roleStar/zise.png");
pBone->addDisplay(pSkin5, 5);
this->schedule(schedule_selector(HelloWorld::changePicture), 1.0f);

void HelloWorld::changePicture(float dt)
{
int aNum = rand() % 6;
CCLOG(“current index is %d”,aNum);
pAr->getBone(“5”)->changeDisplayByIndex(aNum, true);
}

哈哈 自己弄出来了

pAr->getBone("5")->changeDisplayByIndex(aNum, true);
pAr->getAnimation()->play("1");