mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
1157 lines
40 KiB
JavaScript
1157 lines
40 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const RenderComponent = require('../../cocos2d/core/components/CCRenderComponent');
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let EventTarget = require('../../cocos2d/core/event/event-target');
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const Graphics = require('../../cocos2d/core/graphics/graphics');
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const RenderFlow = require('../../cocos2d/core/renderer/render-flow');
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const FLAG_POST_RENDER = RenderFlow.FLAG_POST_RENDER;
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let ArmatureCache = require('./ArmatureCache');
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let AttachUtil = require('./AttachUtil');
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/**
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* @module dragonBones
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*/
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let DefaultArmaturesEnum = cc.Enum({ 'default': -1 });
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let DefaultAnimsEnum = cc.Enum({ '<None>': 0 });
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let DefaultCacheMode = cc.Enum({ 'REALTIME': 0 });
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/**
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* !#en Enum for cache mode type.
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* !#zh Dragonbones渲染类型
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* @enum ArmatureDisplay.AnimationCacheMode
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*/
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let AnimationCacheMode = cc.Enum({
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/**
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* !#en The realtime mode.
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* !#zh 实时计算模式。
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* @property {Number} REALTIME
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*/
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REALTIME: 0,
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/**
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* !#en The shared cache mode.
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* !#zh 共享缓存模式。
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* @property {Number} SHARED_CACHE
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*/
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SHARED_CACHE: 1,
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/**
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* !#en The private cache mode.
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* !#zh 私有缓存模式。
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* @property {Number} PRIVATE_CACHE
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*/
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PRIVATE_CACHE: 2
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});
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function setEnumAttr (obj, propName, enumDef) {
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cc.Class.Attr.setClassAttr(obj, propName, 'type', 'Enum');
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cc.Class.Attr.setClassAttr(obj, propName, 'enumList', cc.Enum.getList(enumDef));
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}
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/**
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* !#en
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* The Armature Display of DragonBones <br/>
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* <br/>
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* Armature Display has a reference to a DragonBonesAsset and stores the state for ArmatureDisplay instance,
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* which consists of the current pose's bone SRT, slot colors, and which slot attachments are visible. <br/>
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* Multiple Armature Display can use the same DragonBonesAsset which includes all animations, skins, and attachments. <br/>
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* !#zh
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* DragonBones 骨骼动画 <br/>
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* <br/>
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* Armature Display 具有对骨骼数据的引用并且存储了骨骼实例的状态,
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* 它由当前的骨骼动作,slot 颜色,和可见的 slot attachments 组成。<br/>
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* 多个 Armature Display 可以使用相同的骨骼数据,其中包括所有的动画,皮肤和 attachments。<br/>
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*
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* @class ArmatureDisplay
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* @extends RenderComponent
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*/
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let ArmatureDisplay = cc.Class({
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name: 'dragonBones.ArmatureDisplay',
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extends: RenderComponent,
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editor: CC_EDITOR && {
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menu: 'i18n:MAIN_MENU.component.renderers/DragonBones',
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inspector: 'packages://inspector/inspectors/comps/skeleton2d.js',
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},
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statics: {
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AnimationCacheMode: AnimationCacheMode,
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},
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properties: {
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_factory: {
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default: null,
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type: dragonBones.CCFactory,
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serializable: false,
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},
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/**
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* !#en
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* The DragonBones data contains the armatures information (bind pose bones, slots, draw order,
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* attachments, skins, etc) and animations but does not hold any state.<br/>
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* Multiple ArmatureDisplay can share the same DragonBones data.
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* !#zh
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* 骨骼数据包含了骨骼信息(绑定骨骼动作,slots,渲染顺序,
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* attachments,皮肤等等)和动画但不持有任何状态。<br/>
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* 多个 ArmatureDisplay 可以共用相同的骨骼数据。
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* @property {DragonBonesAsset} dragonAsset
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*/
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dragonAsset: {
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default: null,
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type: dragonBones.DragonBonesAsset,
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notify () {
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this._refresh();
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if (CC_EDITOR) {
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this._defaultArmatureIndex = 0;
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this._animationIndex = 0;
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}
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.dragon_bones_asset'
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},
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/**
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* !#en
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* The atlas asset for the DragonBones.
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* !#zh
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* 骨骼数据所需的 Atlas Texture 数据。
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* @property {DragonBonesAtlasAsset} dragonAtlasAsset
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*/
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dragonAtlasAsset: {
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default: null,
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type: dragonBones.DragonBonesAtlasAsset,
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notify () {
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// parse the atlas asset data
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this._parseDragonAtlasAsset();
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this._refresh();
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.dragon_bones_atlas_asset'
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},
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_armatureName: '',
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/**
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* !#en The name of current armature.
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* !#zh 当前的 Armature 名称。
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* @property {String} armatureName
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*/
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armatureName: {
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get () {
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return this._armatureName;
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},
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set (value) {
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this._armatureName = value;
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let animNames = this.getAnimationNames(this._armatureName);
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if (!this.animationName || animNames.indexOf(this.animationName) < 0) {
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if (CC_EDITOR) {
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this.animationName = animNames[0];
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}
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else {
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// Not use default animation name at runtime
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this.animationName = '';
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}
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}
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if (this._armature && !this.isAnimationCached()) {
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this._factory._dragonBones.clock.remove(this._armature);
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}
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this._refresh();
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if (this._armature && !this.isAnimationCached()) {
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this._factory._dragonBones.clock.add(this._armature);
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}
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},
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visible: false
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},
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_animationName: '',
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/**
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* !#en The name of current playing animation.
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* !#zh 当前播放的动画名称。
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* @property {String} animationName
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*/
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animationName: {
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get () {
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return this._animationName;
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},
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set (value) {
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this._animationName = value;
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},
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visible: false
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},
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/**
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* @property {Number} _defaultArmatureIndex
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*/
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_defaultArmatureIndex: {
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default: 0,
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notify () {
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let armatureName = '';
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if (this.dragonAsset) {
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let armaturesEnum;
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if (this.dragonAsset) {
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armaturesEnum = this.dragonAsset.getArmatureEnum();
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}
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if (!armaturesEnum) {
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return cc.errorID(7400, this.name);
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}
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armatureName = armaturesEnum[this._defaultArmatureIndex];
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}
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if (armatureName !== undefined) {
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this.armatureName = armatureName;
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}
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else {
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cc.errorID(7401, this.name);
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}
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},
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type: DefaultArmaturesEnum,
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visible: true,
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editorOnly: true,
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animatable: false,
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displayName: "Armature",
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.armature_name'
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},
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// value of 0 represents no animation
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_animationIndex: {
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default: 0,
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notify () {
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if (this._animationIndex === 0) {
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this.animationName = '';
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return;
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}
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let animsEnum;
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if (this.dragonAsset) {
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animsEnum = this.dragonAsset.getAnimsEnum(this.armatureName);
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}
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if (!animsEnum) {
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return;
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}
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let animName = animsEnum[this._animationIndex];
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if (animName !== undefined) {
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this.playAnimation(animName, this.playTimes);
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}
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else {
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cc.errorID(7402, this.name);
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}
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},
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type: DefaultAnimsEnum,
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visible: true,
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editorOnly: true,
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animatable: false,
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displayName: 'Animation',
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.animation_name'
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},
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// Record pre cache mode.
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_preCacheMode: -1,
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_cacheMode: AnimationCacheMode.REALTIME,
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_defaultCacheMode: {
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default: 0,
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type: AnimationCacheMode,
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notify () {
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if (this._defaultCacheMode !== AnimationCacheMode.REALTIME) {
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if (this._armature && !ArmatureCache.canCache(this._armature)) {
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this._defaultCacheMode = AnimationCacheMode.REALTIME;
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cc.warn("Animation cache mode doesn't support skeletal nesting");
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return;
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}
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}
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this.setAnimationCacheMode(this._defaultCacheMode);
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},
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editorOnly: true,
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visible: true,
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animatable: false,
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displayName: "Animation Cache Mode",
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.animation_cache_mode'
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},
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/**
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* !#en The time scale of this armature.
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* !#zh 当前骨骼中所有动画的时间缩放率。
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* @property {Number} timeScale
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* @default 1
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*/
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timeScale: {
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default: 1,
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notify () {
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if (this._armature && !this.isAnimationCached()) {
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this._armature.animation.timeScale = this.timeScale;
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}
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.time_scale'
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},
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/**
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* !#en The play times of the default animation.
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* -1 means using the value of config file;
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* 0 means repeat for ever
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* >0 means repeat times
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* !#zh 播放默认动画的循环次数
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* -1 表示使用配置文件中的默认值;
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* 0 表示无限循环
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* >0 表示循环次数
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* @property {Number} playTimes
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* @default -1
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*/
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playTimes: {
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default: -1,
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.play_times'
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},
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/**
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* !#en Indicates whether to enable premultiplied alpha.
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* You should disable this option when image's transparent area appears to have opaque pixels,
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* or enable this option when image's half transparent area appears to be darken.
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* !#zh 是否启用贴图预乘。
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* 当图片的透明区域出现色块时需要关闭该选项,当图片的半透明区域颜色变黑时需要启用该选项。
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* @property {Boolean} premultipliedAlpha
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* @default false
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*/
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premultipliedAlpha: {
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default: false,
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.premultipliedAlpha'
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},
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/**
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* !#en Indicates whether open debug bones.
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* !#zh 是否显示 bone 的 debug 信息。
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* @property {Boolean} debugBones
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* @default false
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*/
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debugBones: {
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default: false,
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notify () {
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this._updateDebugDraw();
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.debug_bones'
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},
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/**
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* !#en Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.
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* !#zh 开启合批,如果渲染大量相同纹理,且结构简单的骨骼动画,开启合批可以降低drawcall,否则请不要开启,cpu消耗会上升。
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* @property {Boolean} enableBatch
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* @default false
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*/
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enableBatch: {
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default: false,
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notify () {
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this._updateBatch();
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.enabled_batch'
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},
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// DragonBones data store key.
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_armatureKey: "",
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// Below properties will effect when cache mode is SHARED_CACHE or PRIVATE_CACHE.
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// accumulate time
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_accTime: 0,
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// Play times counter
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_playCount: 0,
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// Frame cache
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_frameCache: null,
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// Cur frame
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_curFrame: null,
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// Playing flag
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_playing: false,
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// Armature cache
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_armatureCache: null,
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},
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ctor () {
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// Property _materialCache Use to cache material,since dragonBones may use multiple texture,
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// it will clone from the '_material' property,if the dragonbones only have one texture,
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// it will just use the _material,won't clone it.
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// So if invoke getMaterial,it only return _material,if you want to change all materialCache,
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// you can change materialCache directly.
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this._eventTarget = new EventTarget();
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this._materialCache = {};
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this._inited = false;
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this.attachUtil = new AttachUtil();
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this._factory = dragonBones.CCFactory.getInstance();
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},
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onLoad () {
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// Adapt to old code,remove unuse child which is created by old code.
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// This logic can be remove after 2.2 or later.
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let children = this.node.children;
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for (let i = 0, n = children.length; i < n; i++) {
|
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let child = children[i];
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let pos = child._name && child._name.search('CHILD_ARMATURE-');
|
||
if (pos === 0) {
|
||
child.destroy();
|
||
}
|
||
}
|
||
},
|
||
|
||
// if change use batch mode, just clear material cache
|
||
_updateBatch () {
|
||
let baseMaterial = this.getMaterial(0);
|
||
if (baseMaterial) {
|
||
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
|
||
}
|
||
this._materialCache = {};
|
||
},
|
||
|
||
// override base class _updateMaterial to set define value and clear material cache
|
||
_updateMaterial () {
|
||
let baseMaterial = this.getMaterial(0);
|
||
if (baseMaterial) {
|
||
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
|
||
baseMaterial.define('USE_TEXTURE', true);
|
||
|
||
let srcBlendFactor = this.premultipliedAlpha ? cc.gfx.BLEND_ONE : cc.gfx.BLEND_SRC_ALPHA;
|
||
let dstBlendFactor = cc.gfx.BLEND_ONE_MINUS_SRC_ALPHA;
|
||
|
||
baseMaterial.setBlend(
|
||
true,
|
||
cc.gfx.BLEND_FUNC_ADD,
|
||
srcBlendFactor, srcBlendFactor,
|
||
cc.gfx.BLEND_FUNC_ADD,
|
||
dstBlendFactor, dstBlendFactor
|
||
);
|
||
}
|
||
this._materialCache = {};
|
||
},
|
||
|
||
// override base class disableRender to clear post render flag
|
||
disableRender () {
|
||
this._super();
|
||
this.node._renderFlag &= ~FLAG_POST_RENDER;
|
||
},
|
||
|
||
// override base class disableRender to add post render flag
|
||
markForRender (enable) {
|
||
this._super(enable);
|
||
if (enable) {
|
||
this.node._renderFlag |= FLAG_POST_RENDER;
|
||
} else {
|
||
this.node._renderFlag &= ~FLAG_POST_RENDER;
|
||
}
|
||
},
|
||
|
||
_validateRender () {
|
||
let texture = this.dragonAtlasAsset && this.dragonAtlasAsset.texture;
|
||
if (!texture || !texture.loaded) {
|
||
this.disableRender();
|
||
return;
|
||
}
|
||
this._super();
|
||
},
|
||
|
||
__preload () {
|
||
this._init();
|
||
},
|
||
|
||
_init () {
|
||
if (this._inited) return;
|
||
this._inited = true;
|
||
|
||
this._resetAssembler();
|
||
this._activateMaterial();
|
||
this._parseDragonAtlasAsset();
|
||
this._refresh();
|
||
|
||
let children = this.node.children;
|
||
for (let i = 0, n = children.length; i < n; i++) {
|
||
let child = children[i];
|
||
if (child && child._name === "DEBUG_DRAW_NODE") {
|
||
child.destroy();
|
||
}
|
||
}
|
||
this._updateDebugDraw();
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* The key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.
|
||
* !#zh
|
||
* 缓存龙骨数据的key值,换装的时会使用到该值,作为dragonbonesName使用
|
||
* @method getArmatureKey
|
||
* @return {String}
|
||
* @example
|
||
* let factory = dragonBones.CCFactory.getInstance();
|
||
* let needChangeSlot = needChangeArmature.armature().getSlot("changeSlotName");
|
||
* factory.replaceSlotDisplay(toChangeArmature.getArmatureKey(), "armatureName", "slotName", "displayName", needChangeSlot);
|
||
*/
|
||
getArmatureKey () {
|
||
return this._armatureKey;
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* It's best to set cache mode before set property 'dragonAsset', or will waste some cpu time.
|
||
* If set the mode in editor, then no need to worry about order problem.
|
||
* !#zh
|
||
* 若想切换渲染模式,最好在设置'dragonAsset'之前,先设置好渲染模式,否则有运行时开销。
|
||
* 若在编辑中设置渲染模式,则无需担心设置次序的问题。
|
||
*
|
||
* @method setAnimationCacheMode
|
||
* @param {AnimationCacheMode} cacheMode
|
||
* @example
|
||
* armatureDisplay.setAnimationCacheMode(dragonBones.ArmatureDisplay.AnimationCacheMode.SHARED_CACHE);
|
||
*/
|
||
setAnimationCacheMode (cacheMode) {
|
||
if (this._preCacheMode !== cacheMode) {
|
||
this._cacheMode = cacheMode;
|
||
this._buildArmature();
|
||
|
||
if (this._armature && !this.isAnimationCached()) {
|
||
this._factory._dragonBones.clock.add(this._armature);
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Whether in cached mode.
|
||
* !#zh 当前是否处于缓存模式。
|
||
* @method isAnimationCached
|
||
* @return {Boolean}
|
||
*/
|
||
isAnimationCached () {
|
||
if (CC_EDITOR) return false;
|
||
return this._cacheMode !== AnimationCacheMode.REALTIME;
|
||
},
|
||
|
||
onEnable () {
|
||
this._super();
|
||
// If cache mode is cache, no need to update by dragonbones library.
|
||
if (this._armature && !this.isAnimationCached()) {
|
||
this._factory._dragonBones.clock.add(this._armature);
|
||
}
|
||
},
|
||
|
||
onDisable () {
|
||
this._super();
|
||
// If cache mode is cache, no need to update by dragonbones library.
|
||
if (this._armature && !this.isAnimationCached()) {
|
||
this._factory._dragonBones.clock.remove(this._armature);
|
||
}
|
||
},
|
||
|
||
_emitCacheCompleteEvent () {
|
||
// Animation loop complete, the event diffrent from dragonbones inner event,
|
||
// It has no event object.
|
||
this._eventTarget.emit(dragonBones.EventObject.LOOP_COMPLETE);
|
||
|
||
// Animation complete the event diffrent from dragonbones inner event,
|
||
// It has no event object.
|
||
this._eventTarget.emit(dragonBones.EventObject.COMPLETE);
|
||
},
|
||
|
||
update (dt) {
|
||
if (!this.isAnimationCached()) return;
|
||
if (!this._frameCache) return;
|
||
|
||
let frameCache = this._frameCache;
|
||
if (!frameCache.isInited()) {
|
||
return;
|
||
}
|
||
|
||
let frames = frameCache.frames;
|
||
if (!this._playing) {
|
||
if (frameCache.isInvalid()) {
|
||
frameCache.updateToFrame();
|
||
this._curFrame = frames[frames.length - 1];
|
||
}
|
||
return;
|
||
}
|
||
|
||
let frameTime = ArmatureCache.FrameTime;
|
||
|
||
// Animation Start, the event diffrent from dragonbones inner event,
|
||
// It has no event object.
|
||
if (this._accTime == 0 && this._playCount == 0) {
|
||
this._eventTarget.emit(dragonBones.EventObject.START);
|
||
}
|
||
|
||
let globalTimeScale = dragonBones.timeScale;
|
||
this._accTime += dt * this.timeScale * globalTimeScale;
|
||
let frameIdx = Math.floor(this._accTime / frameTime);
|
||
if (!frameCache.isCompleted) {
|
||
frameCache.updateToFrame(frameIdx);
|
||
}
|
||
|
||
if (frameCache.isCompleted && frameIdx >= frames.length) {
|
||
this._playCount ++;
|
||
if ((this.playTimes > 0 && this._playCount >= this.playTimes)) {
|
||
// set frame to end frame.
|
||
this._curFrame = frames[frames.length - 1];
|
||
this._accTime = 0;
|
||
this._playing = false;
|
||
this._playCount = 0;
|
||
this._emitCacheCompleteEvent();
|
||
return;
|
||
}
|
||
this._accTime = 0;
|
||
frameIdx = 0;
|
||
this._emitCacheCompleteEvent();
|
||
}
|
||
|
||
this._curFrame = frames[frameIdx];
|
||
},
|
||
|
||
onDestroy () {
|
||
this._super();
|
||
this._inited = false;
|
||
|
||
if (!CC_EDITOR) {
|
||
if (this._cacheMode === AnimationCacheMode.PRIVATE_CACHE) {
|
||
this._armatureCache.dispose();
|
||
this._armatureCache = null;
|
||
this._armature = null;
|
||
} else if (this._cacheMode === AnimationCacheMode.SHARED_CACHE) {
|
||
this._armatureCache = null;
|
||
this._armature = null;
|
||
} else if (this._armature) {
|
||
this._armature.dispose();
|
||
this._armature = null;
|
||
}
|
||
} else {
|
||
if (this._armature) {
|
||
this._armature.dispose();
|
||
this._armature = null;
|
||
}
|
||
}
|
||
},
|
||
|
||
_updateDebugDraw () {
|
||
if (this.debugBones) {
|
||
if (!this._debugDraw) {
|
||
let debugDrawNode = new cc.PrivateNode();
|
||
debugDrawNode.name = 'DEBUG_DRAW_NODE';
|
||
let debugDraw = debugDrawNode.addComponent(Graphics);
|
||
debugDraw.lineWidth = 1;
|
||
debugDraw.strokeColor = cc.color(255, 0, 0, 255);
|
||
|
||
this._debugDraw = debugDraw;
|
||
}
|
||
|
||
this._debugDraw.node.parent = this.node;
|
||
}
|
||
else if (this._debugDraw) {
|
||
this._debugDraw.node.parent = null;
|
||
}
|
||
},
|
||
|
||
_buildArmature () {
|
||
if (!this.dragonAsset || !this.dragonAtlasAsset || !this.armatureName) return;
|
||
|
||
// Switch Asset or Atlas or cacheMode will rebuild armature.
|
||
if (this._armature) {
|
||
// dispose pre build armature
|
||
if (!CC_EDITOR) {
|
||
if (this._preCacheMode === AnimationCacheMode.PRIVATE_CACHE) {
|
||
this._armatureCache.dispose();
|
||
} else if (this._preCacheMode === AnimationCacheMode.REALTIME) {
|
||
this._armature.dispose();
|
||
}
|
||
} else {
|
||
this._armature.dispose();
|
||
}
|
||
|
||
this._armatureCache = null;
|
||
this._armature = null;
|
||
this._displayProxy = null;
|
||
this._frameCache = null;
|
||
this._curFrame = null;
|
||
this._playing = false;
|
||
this._preCacheMode = null;
|
||
}
|
||
|
||
if (!CC_EDITOR) {
|
||
if (this._cacheMode === AnimationCacheMode.SHARED_CACHE) {
|
||
this._armatureCache = ArmatureCache.sharedCache;
|
||
} else if (this._cacheMode === AnimationCacheMode.PRIVATE_CACHE) {
|
||
this._armatureCache = new ArmatureCache;
|
||
this._armatureCache.enablePrivateMode();
|
||
}
|
||
}
|
||
|
||
let atlasUUID = this.dragonAtlasAsset._uuid;
|
||
this._armatureKey = this.dragonAsset.init(this._factory, atlasUUID);
|
||
|
||
if (this.isAnimationCached()) {
|
||
this._armature = this._armatureCache.getArmatureCache(this.armatureName, this._armatureKey, atlasUUID);
|
||
if (!this._armature) {
|
||
// Cache fail,swith to REALTIME cache mode.
|
||
this._cacheMode = AnimationCacheMode.REALTIME;
|
||
}
|
||
}
|
||
|
||
this._preCacheMode = this._cacheMode;
|
||
if (CC_EDITOR || this._cacheMode === AnimationCacheMode.REALTIME) {
|
||
this._displayProxy = this._factory.buildArmatureDisplay(this.armatureName, this._armatureKey, "", atlasUUID);
|
||
if (!this._displayProxy) return;
|
||
this._displayProxy._ccNode = this.node;
|
||
this._displayProxy.setEventTarget(this._eventTarget);
|
||
this._armature = this._displayProxy._armature;
|
||
this._armature.animation.timeScale = this.timeScale;
|
||
// If change mode or armature, armature must insert into clock.
|
||
// this._factory._dragonBones.clock.add(this._armature);
|
||
}
|
||
|
||
if (this._cacheMode !== AnimationCacheMode.REALTIME && this.debugBones) {
|
||
cc.warn("Debug bones is invalid in cached mode");
|
||
}
|
||
|
||
if (this._armature) {
|
||
let armatureData = this._armature.armatureData;
|
||
let aabb = armatureData.aabb;
|
||
this.node.setContentSize(aabb.width, aabb.height);
|
||
}
|
||
|
||
this._updateBatch();
|
||
this.attachUtil.init(this);
|
||
this.attachUtil._associateAttachedNode();
|
||
|
||
if (this.animationName) {
|
||
this.playAnimation(this.animationName, this.playTimes);
|
||
}
|
||
|
||
this.markForRender(true);
|
||
},
|
||
|
||
_parseDragonAtlasAsset () {
|
||
if (this.dragonAtlasAsset) {
|
||
this.dragonAtlasAsset.init(this._factory);
|
||
}
|
||
},
|
||
|
||
_refresh () {
|
||
this._buildArmature();
|
||
|
||
if (CC_EDITOR) {
|
||
// update inspector
|
||
this._updateArmatureEnum();
|
||
this._updateAnimEnum();
|
||
this._updateCacheModeEnum();
|
||
Editor.Utils.refreshSelectedInspector('node', this.node.uuid);
|
||
}
|
||
},
|
||
|
||
_updateCacheModeEnum: CC_EDITOR && function () {
|
||
if (this._armature) {
|
||
setEnumAttr(this, '_defaultCacheMode', AnimationCacheMode);
|
||
} else {
|
||
setEnumAttr(this, '_defaultCacheMode', DefaultCacheMode);
|
||
}
|
||
},
|
||
|
||
// update animation list for editor
|
||
_updateAnimEnum: CC_EDITOR && function () {
|
||
let animEnum;
|
||
if (this.dragonAsset) {
|
||
animEnum = this.dragonAsset.getAnimsEnum(this.armatureName);
|
||
}
|
||
// change enum
|
||
setEnumAttr(this, '_animationIndex', animEnum || DefaultAnimsEnum);
|
||
},
|
||
|
||
// update armature list for editor
|
||
_updateArmatureEnum: CC_EDITOR && function () {
|
||
let armatureEnum;
|
||
if (this.dragonAsset) {
|
||
armatureEnum = this.dragonAsset.getArmatureEnum();
|
||
}
|
||
// change enum
|
||
setEnumAttr(this, '_defaultArmatureIndex', armatureEnum || DefaultArmaturesEnum);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Play the specified animation.
|
||
* Parameter animName specify the animation name.
|
||
* Parameter playTimes specify the repeat times of the animation.
|
||
* -1 means use the value of the config file.
|
||
* 0 means play the animation for ever.
|
||
* >0 means repeat times.
|
||
* !#zh
|
||
* 播放指定的动画.
|
||
* animName 指定播放动画的名称。
|
||
* playTimes 指定播放动画的次数。
|
||
* -1 为使用配置文件中的次数。
|
||
* 0 为无限循环播放。
|
||
* >0 为动画的重复次数。
|
||
* @method playAnimation
|
||
* @param {String} animName
|
||
* @param {Number} playTimes
|
||
* @return {dragonBones.AnimationState}
|
||
*/
|
||
playAnimation (animName, playTimes) {
|
||
|
||
this.playTimes = (playTimes === undefined) ? -1 : playTimes;
|
||
this.animationName = animName;
|
||
|
||
if (this.isAnimationCached()) {
|
||
let cache = this._armatureCache.getAnimationCache(this._armatureKey, animName);
|
||
if (!cache) {
|
||
cache = this._armatureCache.initAnimationCache(this._armatureKey, animName);
|
||
}
|
||
if (cache) {
|
||
this._accTime = 0;
|
||
this._playCount = 0;
|
||
this._frameCache = cache;
|
||
if (this.attachUtil._hasAttachedNode()) {
|
||
this._frameCache.enableCacheAttachedInfo();
|
||
}
|
||
this._frameCache.updateToFrame(0);
|
||
this._playing = true;
|
||
this._curFrame = this._frameCache.frames[0];
|
||
}
|
||
} else {
|
||
if (this._armature) {
|
||
return this._armature.animation.play(animName, this.playTimes);
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Updating an animation cache to calculate all frame data in the animation is a cost in
|
||
* performance due to calculating all data in a single frame.
|
||
* To update the cache, use the invalidAnimationCache method with high performance.
|
||
* !#zh
|
||
* 更新某个动画缓存, 预计算动画中所有帧数据,由于在单帧计算所有数据,所以较消耗性能。
|
||
* 若想更新缓存,可使用 invalidAnimationCache 方法,具有较高性能。
|
||
* @method updateAnimationCache
|
||
* @param {String} animName
|
||
*/
|
||
updateAnimationCache (animName) {
|
||
if (!this.isAnimationCached()) return;
|
||
this._armatureCache.updateAnimationCache(this._armatureKey, animName);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Invalidates the animation cache, which is then recomputed on each frame..
|
||
* !#zh
|
||
* 使动画缓存失效,之后会在每帧重新计算。
|
||
* @method invalidAnimationCache
|
||
*/
|
||
invalidAnimationCache () {
|
||
if (!this.isAnimationCached()) return;
|
||
this._armatureCache.invalidAnimationCache(this._armatureKey);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Get the all armature names in the DragonBones Data.
|
||
* !#zh
|
||
* 获取 DragonBones 数据中所有的 armature 名称
|
||
* @method getArmatureNames
|
||
* @returns {Array}
|
||
*/
|
||
getArmatureNames () {
|
||
let dragonBonesData = this._factory.getDragonBonesData(this._armatureKey);
|
||
return (dragonBonesData && dragonBonesData.armatureNames) || [];
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Get the all animation names of specified armature.
|
||
* !#zh
|
||
* 获取指定的 armature 的所有动画名称。
|
||
* @method getAnimationNames
|
||
* @param {String} armatureName
|
||
* @returns {Array}
|
||
*/
|
||
getAnimationNames (armatureName) {
|
||
let ret = [];
|
||
let dragonBonesData = this._factory.getDragonBonesData(this._armatureKey);
|
||
if (dragonBonesData) {
|
||
let armatureData = dragonBonesData.getArmature(armatureName);
|
||
if (armatureData) {
|
||
for (let animName in armatureData.animations) {
|
||
if (armatureData.animations.hasOwnProperty(animName)) {
|
||
ret.push(animName);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return ret;
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Add event listener for the DragonBones Event, the same to addEventListener.
|
||
* !#zh
|
||
* 添加 DragonBones 事件监听器,与 addEventListener 作用相同。
|
||
* @method on
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
|
||
* @param {Event} listener.event event
|
||
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
|
||
*/
|
||
on (eventType, listener, target) {
|
||
this.addEventListener(eventType, listener, target);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Remove the event listener for the DragonBones Event, the same to removeEventListener.
|
||
* !#zh
|
||
* 移除 DragonBones 事件监听器,与 removeEventListener 作用相同。
|
||
* @method off
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} [listener]
|
||
* @param {Object} [target]
|
||
*/
|
||
off (eventType, listener, target) {
|
||
this.removeEventListener(eventType, listener, target);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Add DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.
|
||
* !#zh
|
||
* 添加 DragonBones 一次性事件监听器,回调会在第一时间被触发后删除自身。
|
||
* @method once
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
|
||
* @param {Event} listener.event event
|
||
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
|
||
*/
|
||
once (eventType, listener, target) {
|
||
this._eventTarget.once(eventType, listener, target);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Add event listener for the DragonBones Event.
|
||
* !#zh
|
||
* 添加 DragonBones 事件监听器。
|
||
* @method addEventListener
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
|
||
* @param {Event} listener.event event
|
||
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
|
||
*/
|
||
addEventListener (eventType, listener, target) {
|
||
this._eventTarget.on(eventType, listener, target);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Remove the event listener for the DragonBones Event.
|
||
* !#zh
|
||
* 移除 DragonBones 事件监听器。
|
||
* @method removeEventListener
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} [listener]
|
||
* @param {Object} [target]
|
||
*/
|
||
removeEventListener (eventType, listener, target) {
|
||
this._eventTarget.off(eventType, listener, target);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Build the armature for specified name.
|
||
* !#zh
|
||
* 构建指定名称的 armature 对象
|
||
* @method buildArmature
|
||
* @param {String} armatureName
|
||
* @param {Node} node
|
||
* @return {dragonBones.ArmatureDisplay}
|
||
*/
|
||
buildArmature (armatureName, node) {
|
||
return this._factory.createArmatureNode(this, armatureName, node);
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Get the current armature object of the ArmatureDisplay.
|
||
* !#zh
|
||
* 获取 ArmatureDisplay 当前使用的 Armature 对象
|
||
* @method armature
|
||
* @returns {Object}
|
||
*/
|
||
armature () {
|
||
return this._armature;
|
||
},
|
||
});
|
||
|
||
/**
|
||
* !#en
|
||
* Animation start play.
|
||
* !#zh
|
||
* 动画开始播放。
|
||
*
|
||
* @event dragonBones.EventObject.START
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation loop play complete once.
|
||
* !#zh
|
||
* 动画循环播放完成一次。
|
||
*
|
||
* @event dragonBones.EventObject.LOOP_COMPLETE
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation play complete.
|
||
* !#zh
|
||
* 动画播放完成。
|
||
*
|
||
* @event dragonBones.EventObject.COMPLETE
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation fade in start.
|
||
* !#zh
|
||
* 动画淡入开始。
|
||
*
|
||
* @event dragonBones.EventObject.FADE_IN
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation fade in complete.
|
||
* !#zh
|
||
* 动画淡入完成。
|
||
*
|
||
* @event dragonBones.EventObject.FADE_IN_COMPLETE
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation fade out start.
|
||
* !#zh
|
||
* 动画淡出开始。
|
||
*
|
||
* @event dragonBones.EventObject.FADE_OUT
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation fade out complete.
|
||
* !#zh
|
||
* 动画淡出完成。
|
||
*
|
||
* @event dragonBones.EventObject.FADE_OUT_COMPLETE
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation frame event.
|
||
* !#zh
|
||
* 动画帧事件。
|
||
*
|
||
* @event dragonBones.EventObject.FRAME_EVENT
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {String} [callback.event.name]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
* @param {dragonBones.Bone} [callback.event.bone]
|
||
* @param {dragonBones.Slot} [callback.event.slot]
|
||
*/
|
||
|
||
/**
|
||
* !#en
|
||
* Animation frame sound event.
|
||
* !#zh
|
||
* 动画帧声音事件。
|
||
*
|
||
* @event dragonBones.EventObject.SOUND_EVENT
|
||
* @param {String} type - A string representing the event type to listen for.
|
||
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
|
||
* The callback is ignored if it is a duplicate (the callbacks are unique).
|
||
* @param {dragonBones.EventObject} [callback.event]
|
||
* @param {String} [callback.event.type]
|
||
* @param {String} [callback.event.name]
|
||
* @param {dragonBones.Armature} [callback.event.armature]
|
||
* @param {dragonBones.AnimationState} [callback.event.animationState]
|
||
* @param {dragonBones.Bone} [callback.event.bone]
|
||
* @param {dragonBones.Slot} [callback.event.slot]
|
||
*/
|
||
|
||
module.exports = dragonBones.ArmatureDisplay = ArmatureDisplay;
|