import AnimatorBase, { AnimationPlayer } from "./core/AnimatorBase"; import AnimatorStateLogic from "./core/AnimatorStateLogic"; const { ccclass, property, requireComponent, disallowMultiple } = cc._decorator; /** * DragonBones状态机组件 */ @ccclass @disallowMultiple @requireComponent(dragonBones.ArmatureDisplay) export default class AnimatorDragonBones extends AnimatorBase { /** DragonBones组件 */ private _dragonBones: dragonBones.ArmatureDisplay = null; protected start() { if (!this.PlayOnStart || this._hasInit) { return; } this._hasInit = true; this._dragonBones = this.getComponent(dragonBones.ArmatureDisplay); this._dragonBones.addEventListener(dragonBones.EventObject.COMPLETE, this.onAnimFinished, this); if (this.AssetRawUrl !== null) { this.initJson(this.AssetRawUrl.json); } } /** * 手动初始化状态机,可传入0-3个参数,类型如下 * - onStateChangeCall 状态切换时的回调 * - stateLogicMap 各个状态逻辑控制 * - animationPlayer 自定义动画控制 * @override */ public onInit(...args: Array | ((fromState: string, toState: string) => void) | AnimationPlayer>) { if (this.PlayOnStart || this._hasInit) { return; } this._hasInit = true; this.initArgs(...args); this._dragonBones = this.getComponent(dragonBones.ArmatureDisplay); this._dragonBones.addEventListener(dragonBones.EventObject.COMPLETE, this.onAnimFinished, this); if (this.AssetRawUrl !== null) { this.initJson(this.AssetRawUrl.json); } } /** * 播放动画 * @override * @param animName 动画名 * @param loop 是否循环播放 */ protected playAnimation(animName: string, loop: boolean) { animName && this._dragonBones.playAnimation(animName, loop ? 0 : -1); } /** * 缩放动画播放速率 * @override * @param scale 缩放倍率 */ protected scaleTime(scale: number) { this._dragonBones.timeScale = scale; } }