public void CreateMiddle() { RoleEquipmentData equipmentData = new RoleEquipmentData(); equipmentData.RolePlastomerId = "88888888"; equipmentData.RoleEquipmentItems = new List <RoleEquipmentItem> (); equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 300007, EquipmentType = RoleEquipmentType.RoleHair }); //7 equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 400008, EquipmentType = RoleEquipmentType.RoleClothe }); //8 equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 500009, EquipmentType = RoleEquipmentType.RoleFace }); //9 equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 200005, EquipmentType = RoleEquipmentType.RoleGlasses }); //5 equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 600009, EquipmentType = RoleEquipmentType.RoleHand }); //11 equipmentData.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 100005, EquipmentType = RoleEquipmentType.RoleHat }); //5 AvatarCreateQueue.Instance.CreateAvatar(equipmentData, SpineAvatarType.Middle, "jump_lv1_01", true, true, (Avatar a) => { middle = a as SpineAvatar; GameObject role = middle.avatarObject as GameObject; role.transform.position = new Vector3(2.5f, -2f, 0); role.transform.localScale = Vector3.one; LogManager.Log("角色gameobject完成。"); }, (bool b) => { LogManager.Log("穿戴所有装备完成。"); }, null); }
//初始化装备信息 public virtual void InitEquipment(bool isTP, RoleEquipmentData equipmentData = null, bool isHide = true, Action <bool> wearSucCallBack = null, Action <string> failCallBack = null) { StopChangeCoroutine(); this.wearSucCallBack = wearSucCallBack; RoleEquipmentData data = equipmentData == null?this.equipmentData : equipmentData; SpineChangeManager.Instance.SpineInitRoleSlotAttachment(animationData, skeletonAnimation, data, combineTextureData, slotAttachmentDic, destoryTextureList, SetRoleActivity, isTP, isHide, failCallBack); }
public Avatar(RoleEquipmentData equipmentData, SkeletonAnimation skeletonAnimation, Dictionary <int, List <string> > slotAttachmentDic, RoleAnaimationData animationData, CombineTextureData combineTextureData) { this.equipmentData = equipmentData; this.skeletonAnimation = skeletonAnimation; this.slotAttachmentDic = slotAttachmentDic; this.animationData = animationData; this.combineTextureData = combineTextureData; this.destoryTextureList = new List <Texture2D>(); }
private void Start() { buttonAnimation.onClick.AddListener(() => { //isStart = true; // middle.PlayAnimation (1, "attack_01", false, Debug.Log, Debug.Log); // middle.AddEmptyAnimation (1, 1f, 0.1f, Debug.Log, Debug.Log); // middle.SetColor (Color.white); //image.transform.DOMoveX(0,0.3f,true); StartCoroutine(test()); }); buttonDestory.onClick.AddListener(() => { text.text = ""; middle.DestroySpineAvatar(); }); buttonInit.onClick.AddListener(() => { RoleEquipmentData equipmentData1 = new RoleEquipmentData(); equipmentData1.RoleEquipmentItems = new List <RoleEquipmentItem> (); equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 300001, EquipmentType = RoleEquipmentType.RoleHair }); //7 equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 400001, EquipmentType = RoleEquipmentType.RoleClothe }); //8 equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 500001, EquipmentType = RoleEquipmentType.RoleFace }); //9 equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 200001, EquipmentType = RoleEquipmentType.RoleGlasses }); //5 equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 600008, EquipmentType = RoleEquipmentType.RoleHand }); //11 equipmentData1.RoleEquipmentItems.Add(new RoleEquipmentItem { EquipmentId = 100001, EquipmentType = RoleEquipmentType.RoleHat }); //5 middle.InitEquipment(true, equipmentData1, true, (bool b) => { LogManager.LogError("穿戴所有装备完成。"); }); }); }
//创建 public void CreateAvatar(RoleEquipmentData equipmentData, SpineAvatarType type, string animationName, bool animationLoop, bool isTexturePackage, Action <Avatar> createSucCallBack = null, Action <bool> wearSucCallBack = null, Action <string> failCallBack = null) { AvatarData data = new AvatarData(); data.spineAvatarType = type; if (null == equipmentData) { data.plastomerId = "88888888"; } else { data.plastomerId = equipmentData.RolePlastomerId; } data.avatarName = type.ToString(); data.avatarSkinName = SpineConstValue.defaultSkinName; data.animationName = animationName; data.animationLoop = animationLoop; data.isTexturePackage = isTexturePackage; data.equipmentData = equipmentData; data.createSucCallBack = createSucCallBack; data.wearSucCallBack = wearSucCallBack; data.failCallBack = failCallBack; CreateAvatar(data); }
public SpineAvatar(RoleEquipmentData equipmentData, SkeletonAnimation skeletonAnimation, Dictionary <int, List <string> > slotAttachmentDic, RoleAnaimationData animationData, CombineTextureData combineTextureData, SpineAvatarType avatarType, Object avatarObject, string roleJsonStr) : base(equipmentData, skeletonAnimation, slotAttachmentDic, animationData, combineTextureData) { this.avatarObject = avatarObject; this.avatarType = avatarType; }
//创建Avatar private void CreateAvatar(SpineAvatarType avatarType, string equipmentId, string name, string skinName, string animationName, bool loop, RoleEquipmentData data, Action <Avatar> createSucCallBack, Action <string> failCallBack, Action <bool> createQueueCallBack, bool isTP) { SpineChangeManager.Instance.SpineCreateRole(avatarType, RoleEquipmentDataTools.CreateRoleEquipmentItemById(equipmentId), SpineChangeDataLogic.Instance.GetEquipmentMaterial(), true, name, skinName, animationName, loop, data, createSucCallBack, failCallBack, createQueueCallBack, isTP); }