mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
1477 lines
49 KiB
JavaScript
1477 lines
49 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2013-2016 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 TrackEntryListeners = require('./track-entry-listeners');
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const RenderComponent = require('../../cocos2d/core/components/CCRenderComponent');
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const spine = require('./lib/spine');
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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 SkeletonCache = require('./skeleton-cache');
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let AttachUtil = require('./AttachUtil');
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/**
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* @module sp
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*/
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let DefaultSkinsEnum = cc.Enum({ 'default': -1 });
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let DefaultAnimsEnum = cc.Enum({ '<None>': 0 });
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/**
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* !#en Enum for animation cache mode type.
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* !#zh Spine动画缓存类型
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* @enum Skeleton.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 skeleton of Spine <br/>
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* <br/>
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* (Skeleton has a reference to a SkeletonData and stores the state for skeleton 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 skeletons can use the same SkeletonData which includes all animations, skins, and attachments.) <br/>
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* !#zh
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* Spine 骨骼动画 <br/>
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* <br/>
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* (Skeleton 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 Skeleton 可以使用相同的骨骼数据,其中包括所有的动画,皮肤和 attachments。
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*
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* @class Skeleton
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* @extends RenderComponent
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*/
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sp.Skeleton = cc.Class({
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name: 'sp.Skeleton',
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extends: RenderComponent,
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editor: CC_EDITOR && {
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menu: 'i18n:MAIN_MENU.component.renderers/Spine Skeleton',
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help: 'app://docs/html/components/spine.html',
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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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/**
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* !#en The skeletal animation is paused?
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* !#zh 该骨骼动画是否暂停。
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* @property paused
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* @type {Boolean}
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* @readOnly
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* @default false
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*/
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paused: {
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default: false,
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visible: false
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},
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/**
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* !#en
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* The skeleton data contains the skeleton 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 skeletons can share the same skeleton 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 Skeleton 可以共用相同的骨骼数据。
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* @property {sp.SkeletonData} skeletonData
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*/
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skeletonData: {
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default: null,
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type: sp.SkeletonData,
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notify () {
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if (CC_EDITOR) {
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this._resetDefaultAnim();
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this._resetDefaultSkin();
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this._refreshInspector();
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} else {
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this.defaultSkin = '';
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this.defaultAnimation = '';
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}
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this._updateSkeletonData();
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},
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.skeleton_data'
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},
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// 由于 spine 的 skin 是无法二次替换的,所以只能设置默认的 skin
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/**
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* !#en The name of default skin.
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* !#zh 默认的皮肤名称。
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* @property {String} defaultSkin
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*/
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defaultSkin: {
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default: '',
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visible: false
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},
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/**
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* !#en The name of default animation.
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* !#zh 默认的动画名称。
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* @property {String} defaultAnimation
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*/
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defaultAnimation: {
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default: '',
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visible: false
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},
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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} animation
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*/
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animation: {
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get () {
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if (this.isAnimationCached()) {
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return this._animationName;
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} else {
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var entry = this.getCurrent(0);
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return (entry && entry.animation.name) || "";
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}
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},
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set (value) {
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this.defaultAnimation = value;
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if (value) {
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this.setAnimation(0, value, this.loop);
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}
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else if (!this.isAnimationCached()) {
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this.clearTrack(0);
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this.setToSetupPose();
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}
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},
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visible: false
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},
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/**
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* @property {Number} _defaultSkinIndex
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*/
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_defaultSkinIndex: {
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get () {
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if (this.skeletonData) {
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var skinsEnum = this.skeletonData.getSkinsEnum();
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if(skinsEnum) {
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if(this.defaultSkin === "") {
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if(skinsEnum.hasOwnProperty(0)) {
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this._defaultSkinIndex = 0;
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return 0;
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}
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} else {
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var skinIndex = skinsEnum[this.defaultSkin];
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if (skinIndex !== undefined) {
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return skinIndex;
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}
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}
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}
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}
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return 0;
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},
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set (value) {
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var skinsEnum;
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if (this.skeletonData) {
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skinsEnum = this.skeletonData.getSkinsEnum();
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}
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if ( !skinsEnum ) {
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return cc.errorID('',
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this.name);
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}
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var skinName = skinsEnum[value];
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if (skinName !== undefined) {
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this.defaultSkin = skinName;
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this.setSkin(this.defaultSkin);
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if (CC_EDITOR && !cc.engine.isPlaying) {
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this._refreshInspector();
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}
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}
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else {
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cc.errorID(7501, this.name);
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}
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},
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type: DefaultSkinsEnum,
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visible: true,
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animatable: false,
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displayName: "Default Skin",
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.default_skin'
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},
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// value of 0 represents no animation
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_animationIndex: {
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get () {
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var animationName = (!CC_EDITOR || cc.engine.isPlaying) ? this.animation : this.defaultAnimation;
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if (this.skeletonData && animationName) {
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var animsEnum = this.skeletonData.getAnimsEnum();
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if (animsEnum) {
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var animIndex = animsEnum[animationName];
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if (animIndex !== undefined) {
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return animIndex;
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}
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}
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}
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return 0;
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},
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set (value) {
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if (value === 0) {
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this.animation = '';
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return;
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}
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var animsEnum;
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if (this.skeletonData) {
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animsEnum = this.skeletonData.getAnimsEnum();
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}
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if ( !animsEnum ) {
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return cc.errorID(7502, this.name);
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}
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var animName = animsEnum[value];
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if (animName !== undefined) {
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this.animation = animName;
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}
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else {
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cc.errorID(7503, 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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animatable: false,
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displayName: 'Animation',
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.animation'
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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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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.skeleton.animation_cache_mode'
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},
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/**
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* !#en TODO
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* !#zh 是否循环播放当前骨骼动画。
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* @property {Boolean} loop
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* @default true
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*/
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loop: {
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default: true,
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.loop'
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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 true
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*/
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premultipliedAlpha: {
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default: true,
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.premultipliedAlpha'
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},
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||
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/**
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* !#en The time scale of this skeleton.
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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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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.time_scale'
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},
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/**
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* !#en Indicates whether open debug slots.
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* !#zh 是否显示 slot 的 debug 信息。
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* @property {Boolean} debugSlots
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* @default false
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*/
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debugSlots: {
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default: false,
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editorOnly: true,
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.debug_slots',
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notify () {
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this._updateDebugDraw();
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}
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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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editorOnly: true,
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tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.debug_bones',
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notify () {
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this._updateDebugDraw();
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}
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},
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/**
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* !#en Indicates whether open debug mesh.
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* !#zh 是否显示 mesh 的 debug 信息。
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* @property {Boolean} debugMesh
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* @default false
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*/
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debugMesh: {
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||
default: false,
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editorOnly: true,
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||
tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.debug_mesh',
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||
notify () {
|
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this._updateDebugDraw();
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||
}
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||
},
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||
|
||
/**
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||
* !#en Enabled two color tint.
|
||
* !#zh 是否启用染色效果。
|
||
* @property {Boolean} useTint
|
||
* @default false
|
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*/
|
||
useTint: {
|
||
default: false,
|
||
tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.use_tint',
|
||
notify () {
|
||
this._updateUseTint();
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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。
|
||
* @property {Boolean} enableBatch
|
||
* @default false
|
||
*/
|
||
enableBatch: {
|
||
default: false,
|
||
notify () {
|
||
this._updateBatch();
|
||
},
|
||
tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.enabled_batch'
|
||
},
|
||
|
||
// Below properties will effect when cache mode is SHARED_CACHE or PRIVATE_CACHE.
|
||
// accumulate time
|
||
_accTime: 0,
|
||
// Play times counter
|
||
_playCount: 0,
|
||
// Frame cache
|
||
_frameCache: null,
|
||
// Cur frame
|
||
_curFrame: null,
|
||
// Skeleton cache
|
||
_skeletonCache : null,
|
||
// Aimation name
|
||
_animationName : "",
|
||
// Animation queue
|
||
_animationQueue : [],
|
||
// Head animation info of
|
||
_headAniInfo : null,
|
||
// Play times
|
||
_playTimes : 0,
|
||
// Is animation complete.
|
||
_isAniComplete: true,
|
||
|
||
autoSwitchMaterial: {
|
||
type: RenderComponent.EnableType,
|
||
default: RenderComponent.EnableType.GLOBAL,
|
||
notify(oldValue) {
|
||
if (this.autoSwitchMaterial === oldValue) return;
|
||
this.setVertsDirty();
|
||
},
|
||
},
|
||
allowDynamicAtlas: {
|
||
type: RenderComponent.EnableType,
|
||
default: RenderComponent.EnableType.GLOBAL,
|
||
notify(oldValue) {
|
||
if (this.allowDynamicAtlas === oldValue) return;
|
||
this.setVertsDirty();
|
||
},
|
||
},
|
||
},
|
||
|
||
// CONSTRUCTOR
|
||
ctor () {
|
||
this._effectDelegate = null;
|
||
this._skeleton = null;
|
||
this._rootBone = null;
|
||
this._listener = null;
|
||
this._materialCache = {};
|
||
this._debugRenderer = null;
|
||
this._startSlotIndex = -1;
|
||
this._endSlotIndex = -1;
|
||
this._startEntry = {animation : {name : ""}, trackIndex : 0};
|
||
this._endEntry = {animation : {name : ""}, trackIndex : 0};
|
||
this.attachUtil = new AttachUtil();
|
||
this._dataDirty = true;
|
||
},
|
||
|
||
setVertsDirty() {
|
||
this._dataDirty = true;
|
||
this.invalidAnimationCache();
|
||
this._materialCache = {};
|
||
this._super();
|
||
},
|
||
|
||
// override base class _getDefaultMaterial to modify default material
|
||
_getDefaultMaterial () {
|
||
return cc.Material.getBuiltinMaterial('2d-spine');
|
||
},
|
||
|
||
// override base class _updateMaterial to set define value and clear material cache
|
||
_updateMaterial () {
|
||
let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
|
||
let baseMaterial = this.getMaterial(0);
|
||
if (baseMaterial) {
|
||
const isMultiSupport = baseMaterial.material.isMultiSupport();
|
||
if (isMultiSupport) {
|
||
this._defineMaterialTint(baseMaterial, useTint);
|
||
} else {
|
||
baseMaterial.define('USE_TINT', useTint);
|
||
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
|
||
}
|
||
|
||
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
|
||
);
|
||
|
||
if (isMultiSupport) {
|
||
if (!this.enableBatch) this.enableBatch = true;
|
||
}
|
||
|
||
if (CC_JSB) {
|
||
if (this._nativeSkeleton) {
|
||
this._nativeSkeleton.setUseMulti(isMultiSupport);
|
||
}
|
||
}
|
||
}
|
||
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;
|
||
}
|
||
},
|
||
|
||
// if change use tint mode, just clear material cache
|
||
_updateUseTint () {
|
||
let baseMaterial = this.getMaterial(0);
|
||
if (baseMaterial) {
|
||
let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
|
||
if (baseMaterial.material.isMultiSupport()) {
|
||
this._defineMaterialTint(baseMaterial, useTint);
|
||
} else {
|
||
baseMaterial.define('USE_TINT', useTint);
|
||
}
|
||
}
|
||
this._materialCache = {};
|
||
},
|
||
|
||
_defineMaterialTint(material, useTint) {
|
||
const passes = material._effect._passes;
|
||
if (passes && passes.length > 0) {
|
||
if (passes[0]._defines['USE_TINT'] != useTint) {
|
||
material.define('USE_TINT', useTint);
|
||
}
|
||
}
|
||
},
|
||
|
||
// if change use batch mode, just clear material cache
|
||
_updateBatch () {
|
||
let baseMaterial = this.getMaterial(0);
|
||
if (baseMaterial) {
|
||
if (!baseMaterial.material.isMultiSupport()) {
|
||
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
|
||
} else {
|
||
if (!this.enableBatch) this.enableBatch = true;
|
||
}
|
||
}
|
||
this._materialCache = {};
|
||
},
|
||
|
||
_validateRender () {
|
||
let skeletonData = this.skeletonData;
|
||
if (!skeletonData || !skeletonData.isTexturesLoaded()) {
|
||
this.disableRender();
|
||
return;
|
||
}
|
||
this._super();
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Sets runtime skeleton data to sp.Skeleton.<br>
|
||
* This method is different from the `skeletonData` property. This method is passed in the raw data provided by the Spine runtime, and the skeletonData type is the asset type provided by Creator.
|
||
* !#zh
|
||
* 设置底层运行时用到的 SkeletonData。<br>
|
||
* 这个接口有别于 `skeletonData` 属性,这个接口传入的是 Spine runtime 提供的原始数据,而 skeletonData 的类型是 Creator 提供的资源类型。
|
||
* @method setSkeletonData
|
||
* @param {sp.spine.SkeletonData} skeletonData
|
||
*/
|
||
setSkeletonData (skeletonData) {
|
||
if (skeletonData.width != null && skeletonData.height != null) {
|
||
this.node.setContentSize(skeletonData.width, skeletonData.height);
|
||
}
|
||
|
||
if (!CC_EDITOR) {
|
||
if (this._cacheMode === AnimationCacheMode.SHARED_CACHE) {
|
||
this._skeletonCache = SkeletonCache.sharedCache;
|
||
} else if (this._cacheMode === AnimationCacheMode.PRIVATE_CACHE) {
|
||
this._skeletonCache = new SkeletonCache;
|
||
this._skeletonCache.enablePrivateMode();
|
||
}
|
||
}
|
||
|
||
if (this.isAnimationCached()) {
|
||
if (this.debugBones || this.debugSlots) {
|
||
cc.warn("Debug bones or slots is invalid in cached mode");
|
||
}
|
||
let skeletonInfo = this._skeletonCache.getSkeletonCache(this.skeletonData._uuid, skeletonData);
|
||
this._skeleton = skeletonInfo.skeleton;
|
||
this._clipper = skeletonInfo.clipper;
|
||
this._rootBone = this._skeleton.getRootBone();
|
||
} else {
|
||
this._skeleton = new spine.Skeleton(skeletonData);
|
||
this._clipper = new spine.SkeletonClipping();
|
||
this._rootBone = this._skeleton.getRootBone();
|
||
}
|
||
|
||
this.markForRender(true);
|
||
},
|
||
|
||
/**
|
||
* !#en Sets slots visible range.
|
||
* !#zh 设置骨骼插槽可视范围。
|
||
* @method setSlotsRange
|
||
* @param {Number} startSlotIndex
|
||
* @param {Number} endSlotIndex
|
||
*/
|
||
setSlotsRange (startSlotIndex, endSlotIndex) {
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("Slots visible range can not be modified in cached mode.");
|
||
} else {
|
||
this._startSlotIndex = startSlotIndex;
|
||
this._endSlotIndex = endSlotIndex;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Sets animation state data.<br>
|
||
* The parameter type is {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.AnimationStateData.
|
||
* !#zh 设置动画状态数据。<br>
|
||
* 参数是 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.AnimationStateData。
|
||
* @method setAnimationStateData
|
||
* @param {sp.spine.AnimationStateData} stateData
|
||
*/
|
||
setAnimationStateData (stateData) {
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("'setAnimationStateData' interface can not be invoked in cached mode.");
|
||
} else {
|
||
var state = new spine.AnimationState(stateData);
|
||
if (this._listener) {
|
||
if (this._state) {
|
||
this._state.removeListener(this._listener);
|
||
}
|
||
state.addListener(this._listener);
|
||
}
|
||
this._state = state;
|
||
}
|
||
|
||
},
|
||
|
||
// IMPLEMENT
|
||
__preload () {
|
||
this._super();
|
||
if (CC_EDITOR) {
|
||
var Flags = cc.Object.Flags;
|
||
this._objFlags |= (Flags.IsAnchorLocked | Flags.IsSizeLocked);
|
||
|
||
this._refreshInspector();
|
||
}
|
||
|
||
var children = this.node.children;
|
||
for (var i = 0, n = children.length; i < n; i++) {
|
||
var child = children[i];
|
||
if (child && child._name === "DEBUG_DRAW_NODE" ) {
|
||
child.destroy();
|
||
}
|
||
}
|
||
|
||
this._updateSkeletonData();
|
||
this._updateDebugDraw();
|
||
this._updateUseTint();
|
||
this._updateBatch();
|
||
},
|
||
|
||
/**
|
||
* !#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
|
||
* skeleton.setAnimationCacheMode(sp.Skeleton.AnimationCacheMode.SHARED_CACHE);
|
||
*/
|
||
setAnimationCacheMode (cacheMode) {
|
||
if (this._preCacheMode !== cacheMode) {
|
||
this._cacheMode = cacheMode;
|
||
this._updateSkeletonData();
|
||
this._updateUseTint();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#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;
|
||
},
|
||
|
||
update (dt) {
|
||
if (CC_EDITOR) return;
|
||
if (this.paused) return;
|
||
|
||
dt *= this.timeScale * sp.timeScale;
|
||
|
||
if (this.isAnimationCached()) {
|
||
|
||
if (this._assembler) this._assembler.handleDynamicAtlasAndSwitchMaterial(this);
|
||
|
||
// Cache mode and has animation queue.
|
||
if (this._isAniComplete) {
|
||
if (this._animationQueue.length === 0 && !this._headAniInfo) {
|
||
let frameCache = this._frameCache;
|
||
if (frameCache && frameCache.isInvalid()) {
|
||
frameCache.updateToFrame();
|
||
let frames = frameCache.frames;
|
||
this._curFrame = frames[frames.length - 1];
|
||
}
|
||
return;
|
||
}
|
||
if (!this._headAniInfo) {
|
||
this._headAniInfo = this._animationQueue.shift();
|
||
}
|
||
this._accTime += dt;
|
||
if (this._accTime > this._headAniInfo.delay) {
|
||
let aniInfo = this._headAniInfo;
|
||
this._headAniInfo = null;
|
||
this.setAnimation (0, aniInfo.animationName, aniInfo.loop);
|
||
}
|
||
return;
|
||
}
|
||
|
||
this._updateCache(dt);
|
||
} else {
|
||
this._updateRealtime(dt);
|
||
}
|
||
},
|
||
|
||
_emitCacheCompleteEvent () {
|
||
if (!this._listener) return;
|
||
this._endEntry.animation.name = this._animationName;
|
||
this._listener.complete && this._listener.complete(this._endEntry);
|
||
this._listener.end && this._listener.end(this._endEntry);
|
||
},
|
||
|
||
_updateCache (dt) {
|
||
let frameCache = this._frameCache;
|
||
if (!frameCache.isInited()) {
|
||
return;
|
||
}
|
||
let frames = frameCache.frames;
|
||
let frameTime = SkeletonCache.FrameTime;
|
||
|
||
// Animation Start, the event diffrent from dragonbones inner event,
|
||
// It has no event object.
|
||
if (this._accTime == 0 && this._playCount == 0) {
|
||
this._startEntry.animation.name = this._animationName;
|
||
this._listener && this._listener.start && this._listener.start(this._startEntry);
|
||
}
|
||
|
||
this._accTime += dt;
|
||
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._playCount = 0;
|
||
this._isAniComplete = true;
|
||
this._emitCacheCompleteEvent();
|
||
return;
|
||
}
|
||
this._accTime = 0;
|
||
frameIdx = 0;
|
||
this._emitCacheCompleteEvent();
|
||
}
|
||
this._curFrame = frames[frameIdx];
|
||
},
|
||
|
||
_updateRealtime (dt) {
|
||
let skeleton = this._skeleton;
|
||
let state = this._state;
|
||
if (skeleton) {
|
||
skeleton.update(dt);
|
||
if (state) {
|
||
state.update(dt);
|
||
state.apply(skeleton);
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Sets vertex effect delegate.
|
||
* !#zh 设置顶点动画代理
|
||
* @method setVertexEffectDelegate
|
||
* @param {sp.VertexEffectDelegate} effectDelegate
|
||
*/
|
||
setVertexEffectDelegate (effectDelegate) {
|
||
this._effectDelegate = effectDelegate;
|
||
},
|
||
|
||
// RENDERER
|
||
|
||
/**
|
||
* !#en Computes the world SRT from the local SRT for each bone.
|
||
* !#zh 重新更新所有骨骼的世界 Transform,
|
||
* 当获取 bone 的数值未更新时,即可使用该函数进行更新数值。
|
||
* @method updateWorldTransform
|
||
* @example
|
||
* var bone = spine.findBone('head');
|
||
* cc.log(bone.worldX); // return 0;
|
||
* spine.updateWorldTransform();
|
||
* bone = spine.findBone('head');
|
||
* cc.log(bone.worldX); // return -23.12;
|
||
*/
|
||
updateWorldTransform () {
|
||
if (!this.isAnimationCached()) return;
|
||
|
||
if (this._skeleton) {
|
||
this._skeleton.updateWorldTransform();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Sets the bones and slots to the setup pose.
|
||
* !#zh 还原到起始动作
|
||
* @method setToSetupPose
|
||
*/
|
||
setToSetupPose () {
|
||
if (this._skeleton) {
|
||
this._skeleton.setToSetupPose();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Sets the bones to the setup pose,
|
||
* using the values from the `BoneData` list in the `SkeletonData`.
|
||
* !#zh
|
||
* 设置 bone 到起始动作
|
||
* 使用 SkeletonData 中的 BoneData 列表中的值。
|
||
* @method setBonesToSetupPose
|
||
*/
|
||
setBonesToSetupPose () {
|
||
if (this._skeleton) {
|
||
this._skeleton.setBonesToSetupPose();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Sets the slots to the setup pose,
|
||
* using the values from the `SlotData` list in the `SkeletonData`.
|
||
* !#zh
|
||
* 设置 slot 到起始动作。
|
||
* 使用 SkeletonData 中的 SlotData 列表中的值。
|
||
* @method setSlotsToSetupPose
|
||
*/
|
||
setSlotsToSetupPose () {
|
||
if (this._skeleton) {
|
||
this._skeleton.setSlotsToSetupPose();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#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;
|
||
let uuid = this.skeletonData._uuid;
|
||
if (this._skeletonCache) {
|
||
this._skeletonCache.updateAnimationCache(uuid, 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;
|
||
if (this._skeletonCache) {
|
||
this._skeletonCache.invalidAnimationCache(this.skeletonData._uuid);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Finds a bone by name.
|
||
* This does a string comparison for every bone.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Bone object.
|
||
* !#zh
|
||
* 通过名称查找 bone。
|
||
* 这里对每个 bone 的名称进行了对比。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Bone 对象。
|
||
*
|
||
* @method findBone
|
||
* @param {String} boneName
|
||
* @return {sp.spine.Bone}
|
||
*/
|
||
findBone (boneName) {
|
||
if (this._skeleton) {
|
||
return this._skeleton.findBone(boneName);
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Finds a slot by name. This does a string comparison for every slot.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Slot object.
|
||
* !#zh
|
||
* 通过名称查找 slot。这里对每个 slot 的名称进行了比较。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Slot 对象。
|
||
*
|
||
* @method findSlot
|
||
* @param {String} slotName
|
||
* @return {sp.spine.Slot}
|
||
*/
|
||
findSlot (slotName) {
|
||
if (this._skeleton) {
|
||
return this._skeleton.findSlot(slotName);
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Finds a skin by name and makes it the active skin.
|
||
* This does a string comparison for every skin.<br>
|
||
* Note that setting the skin does not change which attachments are visible.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Skin object.
|
||
* !#zh
|
||
* 按名称查找皮肤,激活该皮肤。这里对每个皮肤的名称进行了比较。<br>
|
||
* 注意:设置皮肤不会改变 attachment 的可见性。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Skin 对象。
|
||
*
|
||
* @method setSkin
|
||
* @param {String} skinName
|
||
*/
|
||
setSkin (skinName) {
|
||
if (this._skeleton) {
|
||
this._skeleton.setSkinByName(skinName);
|
||
this._skeleton.setSlotsToSetupPose();
|
||
}
|
||
this.invalidAnimationCache();
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Returns the attachment for the slot and attachment name.
|
||
* The skeleton looks first in its skin, then in the skeleton data’s default skin.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Attachment object.
|
||
* !#zh
|
||
* 通过 slot 和 attachment 的名称获取 attachment。Skeleton 优先查找它的皮肤,然后才是 Skeleton Data 中默认的皮肤。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.Attachment 对象。
|
||
*
|
||
* @method getAttachment
|
||
* @param {String} slotName
|
||
* @param {String} attachmentName
|
||
* @return {sp.spine.Attachment}
|
||
*/
|
||
getAttachment (slotName, attachmentName) {
|
||
if (this._skeleton) {
|
||
return this._skeleton.getAttachmentByName(slotName, attachmentName);
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en
|
||
* Sets the attachment for the slot and attachment name.
|
||
* The skeleton looks first in its skin, then in the skeleton data’s default skin.
|
||
* !#zh
|
||
* 通过 slot 和 attachment 的名字来设置 attachment。
|
||
* Skeleton 优先查找它的皮肤,然后才是 Skeleton Data 中默认的皮肤。
|
||
* @method setAttachment
|
||
* @param {String} slotName
|
||
* @param {String} attachmentName
|
||
*/
|
||
setAttachment (slotName, attachmentName) {
|
||
if (this._skeleton) {
|
||
this._skeleton.setAttachment(slotName, attachmentName);
|
||
}
|
||
this.invalidAnimationCache();
|
||
},
|
||
|
||
/**
|
||
* 获取 attachment 的 region 数据
|
||
*/
|
||
getRegionData(slotName, attachmentName) {
|
||
const attachment = this.getAttachment(slotName, attachmentName);
|
||
if (attachment) return new sp.RegionData(attachment);
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* 修改 attachment 的 region 数据
|
||
*/
|
||
setRegionData(slotName, attachmentName, regionData) {
|
||
const attachment = this.getAttachment(slotName, attachmentName);
|
||
if (attachment) {
|
||
regionData.assignToAttachment(attachment);
|
||
this.setVertsDirty();
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
|
||
/**
|
||
* Return the renderer of attachment.
|
||
* @method getTextureAtlas
|
||
* @param {sp.spine.RegionAttachment|spine.BoundingBoxAttachment} regionAttachment
|
||
* @return {sp.spine.TextureAtlasRegion}
|
||
*/
|
||
getTextureAtlas (regionAttachment) {
|
||
return regionAttachment.region;
|
||
},
|
||
|
||
// ANIMATION
|
||
/**
|
||
* !#en
|
||
* Mix applies all keyframe values,
|
||
* interpolated for the specified time and mixed with the current values.
|
||
* !#zh 为所有关键帧设定混合及混合时间(从当前值开始差值)。
|
||
* @method setMix
|
||
* @param {String} fromAnimation
|
||
* @param {String} toAnimation
|
||
* @param {Number} duration
|
||
*/
|
||
setMix (fromAnimation, toAnimation, duration) {
|
||
if (this._state) {
|
||
this._state.data.setMix(fromAnimation, toAnimation, duration);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Set the current animation. Any queued animations are cleared.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry object.
|
||
* !#zh 设置当前动画。队列中的任何的动画将被清除。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry 对象。
|
||
* @method setAnimation
|
||
* @param {Number} trackIndex
|
||
* @param {String} name
|
||
* @param {Boolean} loop
|
||
* @return {sp.spine.TrackEntry}
|
||
*/
|
||
setAnimation (trackIndex, name, loop) {
|
||
|
||
this._playTimes = loop ? 0 : 1;
|
||
this._animationName = name;
|
||
|
||
if (this.isAnimationCached()) {
|
||
if (trackIndex !== 0) {
|
||
cc.warn("Track index can not greater than 0 in cached mode.");
|
||
}
|
||
if (!this._skeletonCache) return null;
|
||
let cache = this._skeletonCache.getAnimationCache(this.skeletonData._uuid, name);
|
||
if (!cache) {
|
||
cache = this._skeletonCache.initAnimationCache(this.skeletonData._uuid, name);
|
||
}
|
||
if (cache) {
|
||
this._isAniComplete = false;
|
||
this._accTime = 0;
|
||
this._playCount = 0;
|
||
this._frameCache = cache;
|
||
if (this.attachUtil._hasAttachedNode()) {
|
||
this._frameCache.enableCacheAttachedInfo();
|
||
}
|
||
if (this._assembler) this._assembler.handleDynamicAtlasAndSwitchMaterial(this);
|
||
this._frameCache.updateToFrame(0);
|
||
this._curFrame = this._frameCache.frames[0];
|
||
}
|
||
} else {
|
||
if (this._skeleton) {
|
||
var animation = this._skeleton.data.findAnimation(name);
|
||
if (!animation) {
|
||
cc.logID(7509, name);
|
||
return null;
|
||
}
|
||
var res = this._state.setAnimationWith(trackIndex, animation, loop);
|
||
this._state.apply(this._skeleton);
|
||
return res;
|
||
}
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en Adds an animation to be played delay seconds after the current or last queued animation.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry object.
|
||
* !#zh 添加一个动画到动画队列尾部,还可以延迟指定的秒数。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry 对象。
|
||
* @method addAnimation
|
||
* @param {Number} trackIndex
|
||
* @param {String} name
|
||
* @param {Boolean} loop
|
||
* @param {Number} [delay=0]
|
||
* @return {sp.spine.TrackEntry}
|
||
*/
|
||
addAnimation (trackIndex, name, loop, delay) {
|
||
delay = delay || 0;
|
||
if (this.isAnimationCached()) {
|
||
if (trackIndex !== 0) {
|
||
cc.warn("Track index can not greater than 0 in cached mode.");
|
||
}
|
||
this._animationQueue.push({animationName : name, loop: loop, delay : delay});
|
||
} else {
|
||
if (this._skeleton) {
|
||
var animation = this._skeleton.data.findAnimation(name);
|
||
if (!animation) {
|
||
cc.logID(7510, name);
|
||
return null;
|
||
}
|
||
return this._state.addAnimationWith(trackIndex, animation, loop, delay);
|
||
}
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en Find animation with specified name.
|
||
* !#zh 查找指定名称的动画
|
||
* @method findAnimation
|
||
* @param {String} name
|
||
* @returns {sp.spine.Animation}
|
||
*/
|
||
findAnimation (name) {
|
||
if (this._skeleton) {
|
||
return this._skeleton.data.findAnimation(name);
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en Returns track entry by trackIndex.<br>
|
||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry object.
|
||
* !#zh 通过 track 索引获取 TrackEntry。<br>
|
||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.TrackEntry 对象。
|
||
* @method getCurrent
|
||
* @param trackIndex
|
||
* @return {sp.spine.TrackEntry}
|
||
*/
|
||
getCurrent (trackIndex) {
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("'getCurrent' interface can not be invoked in cached mode.");
|
||
} else {
|
||
if (this._state) {
|
||
return this._state.getCurrent(trackIndex);
|
||
}
|
||
}
|
||
return null;
|
||
},
|
||
|
||
/**
|
||
* !#en Clears all tracks of animation state.
|
||
* !#zh 清除所有 track 的动画状态。
|
||
* @method clearTracks
|
||
*/
|
||
clearTracks () {
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("'clearTracks' interface can not be invoked in cached mode.");
|
||
} else {
|
||
if (this._state) {
|
||
this._state.clearTracks();
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Clears track of animation state by trackIndex.
|
||
* !#zh 清除出指定 track 的动画状态。
|
||
* @method clearTrack
|
||
* @param {number} trackIndex
|
||
*/
|
||
clearTrack (trackIndex) {
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("'clearTrack' interface can not be invoked in cached mode.");
|
||
} else {
|
||
if (this._state) {
|
||
this._state.clearTrack(trackIndex);
|
||
if (CC_EDITOR && !cc.engine.isPlaying) {
|
||
this._state.update(0);
|
||
this.setToSetupPose();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Set the start event listener.
|
||
* !#zh 用来设置开始播放动画的事件监听。
|
||
* @method setStartListener
|
||
* @param {function} listener
|
||
*/
|
||
setStartListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.start = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the interrupt event listener.
|
||
* !#zh 用来设置动画被打断的事件监听。
|
||
* @method setInterruptListener
|
||
* @param {function} listener
|
||
*/
|
||
setInterruptListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.interrupt = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the end event listener.
|
||
* !#zh 用来设置动画播放完后的事件监听。
|
||
* @method setEndListener
|
||
* @param {function} listener
|
||
*/
|
||
setEndListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.end = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the dispose event listener.
|
||
* !#zh 用来设置动画将被销毁的事件监听。
|
||
* @method setDisposeListener
|
||
* @param {function} listener
|
||
*/
|
||
setDisposeListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.dispose = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the complete event listener.
|
||
* !#zh 用来设置动画播放一次循环结束后的事件监听。
|
||
* @method setCompleteListener
|
||
* @param {function} listener
|
||
*/
|
||
setCompleteListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.complete = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the animation event listener.
|
||
* !#zh 用来设置动画播放过程中帧事件的监听。
|
||
* @method setEventListener
|
||
* @param {function} listener
|
||
*/
|
||
setEventListener (listener) {
|
||
this._ensureListener();
|
||
this._listener.event = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the start event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画开始播放的事件监听。
|
||
* @method setTrackStartListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
*/
|
||
setTrackStartListener (entry, listener) {
|
||
TrackEntryListeners.getListeners(entry).start = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the interrupt event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画被打断的事件监听。
|
||
* @method setTrackInterruptListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
*/
|
||
setTrackInterruptListener (entry, listener) {
|
||
TrackEntryListeners.getListeners(entry).interrupt = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the end event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画播放结束的事件监听。
|
||
* @method setTrackEndListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
*/
|
||
setTrackEndListener (entry, listener) {
|
||
TrackEntryListeners.getListeners(entry).end = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the dispose event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画即将被销毁的事件监听。
|
||
* @method setTrackDisposeListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
*/
|
||
setTrackDisposeListener(entry, listener){
|
||
TrackEntryListeners.getListeners(entry).dispose = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the complete event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画一次循环播放结束的事件监听。
|
||
* @method setTrackCompleteListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
* @param {sp.spine.TrackEntry} listener.entry
|
||
* @param {Number} listener.loopCount
|
||
*/
|
||
setTrackCompleteListener (entry, listener) {
|
||
TrackEntryListeners.getListeners(entry).complete = function (trackEntry) {
|
||
var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
|
||
listener(trackEntry, loopCount);
|
||
};
|
||
},
|
||
|
||
/**
|
||
* !#en Set the event listener for specified TrackEntry.
|
||
* !#zh 用来为指定的 TrackEntry 设置动画帧事件的监听。
|
||
* @method setTrackEventListener
|
||
* @param {sp.spine.TrackEntry} entry
|
||
* @param {function} listener
|
||
*/
|
||
setTrackEventListener (entry, listener) {
|
||
TrackEntryListeners.getListeners(entry).event = listener;
|
||
},
|
||
|
||
/**
|
||
* !#en Get the animation state object
|
||
* !#zh 获取动画状态
|
||
* @method getState
|
||
* @return {sp.spine.AnimationState} state
|
||
*/
|
||
getState () {
|
||
return this._state;
|
||
},
|
||
|
||
_resetDefaultAnim: CC_EDITOR && function () {
|
||
if (this.skeletonData) {
|
||
let animEnum = this.skeletonData.getAnimsEnum();
|
||
if (!animEnum.hasOwnProperty(this.defaultAnimation)) {
|
||
this.defaultAnimation = '';
|
||
}
|
||
}
|
||
},
|
||
|
||
_resetDefaultSkin: CC_EDITOR && function () {
|
||
if (this.skeletonData) {
|
||
let skinEnum = this.skeletonData.getSkinsEnum();
|
||
if(!skinEnum.hasOwnProperty(this.defaultSkin)) {
|
||
this.defaultSkin = '';
|
||
}
|
||
}
|
||
},
|
||
|
||
// update animation list for editor
|
||
_updateAnimEnum: CC_EDITOR && function () {
|
||
var animEnum;
|
||
if (this.skeletonData) {
|
||
animEnum = this.skeletonData.getAnimsEnum();
|
||
}
|
||
// change enum
|
||
setEnumAttr(this, '_animationIndex', animEnum || DefaultAnimsEnum);
|
||
},
|
||
// update skin list for editor
|
||
_updateSkinEnum: CC_EDITOR && function () {
|
||
var skinEnum;
|
||
if (this.skeletonData) {
|
||
skinEnum = this.skeletonData.getSkinsEnum();
|
||
}
|
||
// change enum
|
||
setEnumAttr(this, '_defaultSkinIndex', skinEnum || DefaultSkinsEnum);
|
||
},
|
||
|
||
_ensureListener () {
|
||
if (!this._listener) {
|
||
this._listener = new TrackEntryListeners();
|
||
if (this._state) {
|
||
this._state.addListener(this._listener);
|
||
}
|
||
}
|
||
},
|
||
|
||
_updateSkeletonData() {
|
||
this._dataDirty = true;
|
||
|
||
if (!this.skeletonData) {
|
||
this.disableRender();
|
||
return;
|
||
}
|
||
|
||
let data = this.skeletonData.getRuntimeData();
|
||
if (!data) {
|
||
this.disableRender();
|
||
return;
|
||
}
|
||
|
||
try {
|
||
this.setSkeletonData(data);
|
||
if (!this.isAnimationCached()) {
|
||
this.setAnimationStateData(new spine.AnimationStateData(this._skeleton.data));
|
||
}
|
||
this.defaultSkin && this.setSkin(this.defaultSkin);
|
||
}
|
||
catch (e) {
|
||
cc.warn(e);
|
||
}
|
||
|
||
this.attachUtil.init(this);
|
||
this.attachUtil._associateAttachedNode();
|
||
this._preCacheMode = this._cacheMode;
|
||
this.animation = this.defaultAnimation;
|
||
},
|
||
|
||
_refreshInspector () {
|
||
// update inspector
|
||
this._updateAnimEnum();
|
||
this._updateSkinEnum();
|
||
Editor.Utils.refreshSelectedInspector('node', this.node.uuid);
|
||
},
|
||
|
||
_updateDebugDraw: function () {
|
||
if (this.debugBones || this.debugSlots) {
|
||
if (!this._debugRenderer) {
|
||
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._debugRenderer = debugDraw;
|
||
}
|
||
|
||
this._debugRenderer.node.parent = this.node;
|
||
if (this.isAnimationCached()) {
|
||
cc.warn("Debug bones or slots is invalid in cached mode");
|
||
}
|
||
}
|
||
else if (this._debugRenderer) {
|
||
this._debugRenderer.node.parent = null;
|
||
}
|
||
},
|
||
});
|
||
|
||
module.exports = sp.Skeleton;
|