/// <summary> /// 播放UI动画 /// </summary> /// <param name="animationName">动画名称</param> /// <param name="lifeTime">动画时间</param> /// <param name="parentTfm">动画挂载点</param> /// <param name="assetBundle">动画资源包</param> /// <param name="audioID">音效ID</param> public static GameObject PlayUIAnim(string animationName, float lifeTime, Transform parentTfm, AssetBundle assetBundle, int audioID = 0) { if (string.IsNullOrEmpty(animationName)) { return(null); } if (parentTfm == null) { Debug.Log("动画挂载点不存在!!!"); return(null); } if (assetBundle == null) { Debug.Log("动画资源加载失败!!!"); return(null); } UnityEngine.Object obj = assetBundle.LoadAsset(animationName); GameObject gameObj = (GameObject)GameMain.instantiate(obj); gameObj.transform.SetParent(parentTfm, false); DragonBones.UnityArmatureComponent animate = gameObj.GetComponentInChildren <DragonBones.UnityArmatureComponent>(); animate.animation.Play("newAnimation"); if (lifeTime > 0f) { GameObject.Destroy(gameObj, lifeTime); } if (audioID != 0) { CustomAudioDataManager.GetInstance().PlayAudio(audioID); } return(gameObj); }
public void StrobeAlpha(DragonBones.UnityArmatureComponent p_sprite, int p_strobeCount, float a) { DragonBones.ColorTransform oldColor = p_sprite.color; Color toStrobe = new Color(0, 0, 0, a); StrobeColor(p_sprite, p_strobeCount, toStrobe); }
private void Start() { _transform = GetComponent <Transform>(); _rigidbody = GetComponent <Rigidbody2D>(); _animatorController = GetComponent <Drag.UnityArmatureComponent>(); _directionState = transform.localScale.x > 0 ? DirectionState.Right : DirectionState.Left; }
static int Dispose(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)ToLua.CheckObject <DragonBones.UnityArmatureComponent>(L, 1); obj.Dispose(); return(0); } else if (count == 2) { DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)ToLua.CheckObject <DragonBones.UnityArmatureComponent>(L, 1); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.Dispose(arg0); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: DragonBones.UnityArmatureComponent.Dispose")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Start() { armature = GetComponent <DragonBones.UnityArmatureComponent>(); targetAnimations = idle; time = Random.Range(minTimeAnimation, maxTimeAnimations); armature.animation.FadeIn(idle); }
public Sprite[] image_Number; //头像种类 /*——————————————————————————————————————————————————————————————*/ /*—————————————————————— START 函数 和 UPDATE 函数———————————————————————————*/ /*——————————————————————————————————————————————————————————————*/ void Start() { //初始化 roleArmatureComponent = GetComponent <DragonBones.UnityArmatureComponent>(); //抓龙骨 animaType = 0; //一开始静止动画 saveAnimaTypeChange = 0; //当前状态是静止 targetPosition = new Vector3(this.transform.position.x + 3, this.transform.position.y, this.transform.position.z); //目标地址设在主角左边3长度的地方,实现一开始自动走进场景 }
public void RemotoPararAnim(string gbjn) { GameObject remotoGbj = GameObject.Find(gbjn); DragonBones.UnityArmatureComponent dbs = remotoGbj.GetComponent <DragonBones.UnityArmatureComponent>(); dbs.animation.Stop(); }
public void Blink(MeshRenderer p_sprite, int p_strobeCount) { DragonBones.UnityArmatureComponent DBComponent = p_sprite.transform.GetComponent <DragonBones.UnityArmatureComponent>(); if (DBComponent != null) { DBComponent.StartCoroutine(BlinkCoroutine(DBComponent, 0, ((p_strobeCount * 2) - 1), p_sprite, p_sprite.enabled)); } }
void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <BoxCollider2D>(); ac = GetComponent <AudioSource>(); anim = GetComponent <DragonBones.UnityArmatureComponent>(); defaultScaleX = transform.localScale.x; }
// --- Color change : broken public void StrobeColor(DragonBones.UnityArmatureComponent p_sprite, int p_strobeCount, Color p_colorToStrobe) { DragonBones.ColorTransform oldColor = p_sprite.color; DragonBones.ColorTransform newColor = new DragonBones.ColorTransform(); newColor.redOffset = (int)p_colorToStrobe.r * 255; newColor.greenOffset = (int)p_colorToStrobe.g * 255; newColor.blueOffset = (int)p_colorToStrobe.b * 255; //newColor.alphaOffset = (int)p_colorToStrobe.a * 255; p_sprite.StartCoroutine(StrobeColorHelper(0, ((p_strobeCount * 2) - 1), p_sprite, oldColor, newColor)); }
/** * @language zh_CN * 刷新贴图集数据中贴图。 * @see #ParseTextureAtlasData() * @see #GetTextureAtlasData() * @see #AddTextureAtlasData() * @see #RemoveTextureAtlasData() * @see DragonBones.UnityTextureAtlasData */ public void RefreshAllTextureAtlas(UnityArmatureComponent unityArmature) { foreach (var textureAtlasDatas in _textureAtlasDataMap.Values) { foreach (UnityTextureAtlasData textureAtlasData in textureAtlasDatas) { _refreshTextureAtlas(textureAtlasData, unityArmature.isUGUI); } } }
private void DestroyPreviewInstances() { if (_previewUnityArmatureComp != null) { _previewUnityArmatureComp.Dispose(false); DestroyImmediate(_previewUnityArmatureComp.gameObject); _previewUnityArmatureComp = null; } m_PreviewUtility = null; }
void OnEnable() { _armatureComponent = target as UnityArmatureComponent; if (_IsPrefab()) { return; } // _nowTime = System.DateTime.Now.Ticks; _sortingLayerNames = _GetSortingLayerNames(); _sortingLayerIndex = _sortingLayerNames.IndexOf(_armatureComponent.sortingLayerName); // Update armature. if (!EditorApplication.isPlayingOrWillChangePlaymode && _armatureComponent.armature == null && _armatureComponent.unityData != null && !string.IsNullOrEmpty(_armatureComponent.armatureName)) { //clear cache UnityFactory.factory.Clear(true); // Load data. var dragonBonesData = UnityFactory.factory.LoadData(_armatureComponent.unityData); // Refresh texture atlas. UnityFactory.factory.RefreshAllTextureAtlas(_armatureComponent); // Refresh armature. UnityEditor.ChangeArmatureData(_armatureComponent, _armatureComponent.armatureName, dragonBonesData.name); // Refresh texture. _armatureComponent.armature.InvalidUpdate(null, true); // Play animation. if (!string.IsNullOrEmpty(_armatureComponent.animationName)) { _armatureComponent.animation.Play(_armatureComponent.animationName, _armatureComponent.playTimes); } _armatureComponent.CollectBones(); } // Update hideFlags. if (!EditorApplication.isPlayingOrWillChangePlaymode && _armatureComponent.armature != null && _armatureComponent.armature.parent != null) { _armatureComponent.gameObject.hideFlags = HideFlags.NotEditable; } else { _armatureComponent.gameObject.hideFlags = HideFlags.None; } _UpdateParameters(); }
public static void ReplaceAnimation(UnityArmatureComponent _armatureComponent, string armatureName) { _armatureComponent.armatureBaseName = armatureName; if (!string.IsNullOrEmpty(armatureName)) { string dragonBonesName = _armatureComponent.unityData.dataName; ArmatureData baseDiceArmature = UnityFactory.factory.GetArmatureData(armatureName, dragonBonesName); UnityFactory.factory.ReplaceAnimation(_armatureComponent.armature, baseDiceArmature); } }
private static bool _changeDragonBonesData(UnityArmatureComponent _armatureComponent, TextAsset dragonBoneJSON) { if (dragonBoneJSON != null) { var textureAtlasJSONs = new List <string>(); _getTextureAtlasConfigs(textureAtlasJSONs, AssetDatabase.GetAssetPath(dragonBoneJSON.GetInstanceID())); var dragonBonesData = _armatureComponent.LoadData(dragonBoneJSON, textureAtlasJSONs); if (dragonBonesData != null) { Undo.RecordObject(_armatureComponent, "Set DragonBones"); _armatureComponent.dragonBonesJSON = dragonBoneJSON; _armatureComponent.textureAtlasJSON = textureAtlasJSONs; //_clearGameObjectChildren(_armatureComponent.gameObject); var armatureName = dragonBonesData.armatureNames[0]; _changeArmatureData(_armatureComponent, armatureName, dragonBonesData.name); _armatureComponent.gameObject.name = armatureName; EditorUtility.SetDirty(_armatureComponent); return(true); } else { EditorUtility.DisplayDialog("Error", "Could not load dragonBones data.", "OK", null); return(false); } } else if (_armatureComponent.dragonBonesJSON != null) { Undo.RecordObject(_armatureComponent, "Set DragonBones"); _armatureComponent.dragonBonesJSON = null; if (_armatureComponent.armature != null) { _armatureComponent.Dispose(false); } //_clearGameObjectChildren(_armatureComponent.gameObject); EditorUtility.SetDirty(_armatureComponent); return(true); } return(false); }
// public static void OpenWindow(UnityArmatureComponent armatureComp) { if (armatureComp == null) { return; } // var win = GetWindow <PickJsonDataWindow>(); win._armatureComp = armatureComp; }
void OnEnable() { _armatureComponent = target as UnityArmatureComponent; _dragonBoneJSON = _armatureComponent == null ? null : _armatureComponent.dragonBonesJSON; // // _nowTime = System.DateTime.Now.Ticks; _sortingLayerNames = _getSortingLayerNames(); _sortingLayerIndex = _sortingLayerNames.IndexOf(_armatureComponent.sortingLayerName); // Update armature. if ( !EditorApplication.isPlayingOrWillChangePlaymode && _armatureComponent.armature == null && _armatureComponent.dragonBonesJSON != null && !string.IsNullOrEmpty(_armatureComponent.armatureName) ) { // Load data. var dragonBonesData = _armatureComponent.LoadData(_armatureComponent.dragonBonesJSON, _armatureComponent.textureAtlasJSON); // Refresh texture atlas. UnityFactory.factory.RefreshAllTextureAtlas(); // Refresh armature. _changeArmatureData(_armatureComponent, _armatureComponent.armatureName, dragonBonesData.name); // Refresh texture. _armatureComponent.armature.InvalidUpdate(null, true); // Play animation. if (!string.IsNullOrEmpty(_armatureComponent.animationName)) { _armatureComponent.animation.Play(_armatureComponent.animationName); } } // Update hideFlags. if (!EditorApplication.isPlayingOrWillChangePlaymode && _armatureComponent.armature != null && _armatureComponent.armature.parent != null ) { _armatureComponent.gameObject.hideFlags = HideFlags.NotEditable; } else { _armatureComponent.gameObject.hideFlags = HideFlags.None; } // _updateParameters(); }
public static bool ChangeDragonBonesData(UnityArmatureComponent _armatureComponent, TextAsset dragonBoneJSON) { if (dragonBoneJSON != null) { var textureAtlasJSONs = new List <string>(); UnityEditor.GetTextureAtlasConfigs(textureAtlasJSONs, AssetDatabase.GetAssetPath(dragonBoneJSON.GetInstanceID())); UnityDragonBonesData.TextureAtlas[] textureAtlas = UnityEditor.GetTextureAtlasByJSONs(textureAtlasJSONs); UnityDragonBonesData data = UnityEditor.CreateUnityDragonBonesData(dragonBoneJSON, textureAtlas); _armatureComponent.unityData = data; var dragonBonesData = UnityFactory.factory.LoadData(data, _armatureComponent.isUGUI); if (dragonBonesData != null) { Undo.RecordObject(_armatureComponent, "Set DragonBones"); _armatureComponent.unityData = data; var armatureName = dragonBonesData.armatureNames[0]; ChangeArmatureData(_armatureComponent, armatureName, _armatureComponent.unityData.dataName); _armatureComponent.gameObject.name = armatureName; EditorUtility.SetDirty(_armatureComponent); return(true); } else { EditorUtility.DisplayDialog("Error", "Could not load dragonBones data.", "OK", null); return(false); } } else if (_armatureComponent.unityData != null) { Undo.RecordObject(_armatureComponent, "Set DragonBones"); _armatureComponent.unityData = null; if (_armatureComponent.armature != null) { _armatureComponent.Dispose(false); } EditorUtility.SetDirty(_armatureComponent); return(true); } return(false); }
public static void OpenWindow(UnityArmatureComponent armatureComp) { if (armatureComp == null) { return; } var win = GetWindowWithRect(typeof(ShowSlotsWindow), new Rect(0.0f, 0.0f, WIDTH, HEIGHT), false) as ShowSlotsWindow; win._armatureComp = armatureComp; win.titleContent = new GUIContent("SlotList"); win.Show(); }
/** * @private */ override protected void _addDisplay() { _proxy = _armature.eventDispatcher as UnityArmatureComponent; var container = _proxy.slotsRoot; if (_renderDisplay.transform.parent != container.transform) { _renderDisplay.transform.SetParent(container.transform); _helpVector3.Set(0.0f, 0.0f, -_zOrder * (_proxy.zSpace + 0.001f)); _renderDisplay.transform.localPosition = _helpVector3; } }
/** * @private */ protected override void _AddDisplay() { _proxy = _armature.proxy as UnityArmatureComponent; var container = _proxy; if (_renderDisplay.transform.parent != container.transform) { _renderDisplay.transform.SetParent(container.transform); _helpVector3.Set(0.0f, 0.0f, -_zOrder * (_proxy.zSpace + 0.001f)); _SetZorder(_helpVector3); } }
public void RemotoFliparY(string obj_int) { string[] ids = obj_int.Split('.'); GameObject remotoGbj = GameObject.Find(ids[0]); if (remotoGbj == null) { Debug.LogWarning("GameObject \"" + ids[0] + "\" não encontrado"); } DragonBones.UnityArmatureComponent dbs = remotoGbj.GetComponent <DragonBones.UnityArmatureComponent>(); dbs.armature.flipY = int.Parse(ids[1]) != 0; }
public void RemotoTocarAnim(string obj_anim_qtd) { string[] ids = obj_anim_qtd.Split('.'); GameObject remotoGbj = GameObject.Find(ids[0]); if (remotoGbj == null) { Debug.LogWarning("GameObject \"" + ids[0] + "\" não encontrado"); } DragonBones.UnityArmatureComponent dbs = remotoGbj.GetComponent <DragonBones.UnityArmatureComponent>(); dbs.animation.Play(ids[1], int.Parse(ids[2])); }
static int ShowBones(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)ToLua.CheckObject(L, 1, typeof(DragonBones.UnityArmatureComponent)); obj.ShowBones(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int DBUpdate(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)ToLua.CheckObject <DragonBones.UnityArmatureComponent>(L, 1); obj.DBUpdate(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start() { //获取声音 m_FireSound = GetComponent <AudioSource>(); m_FireSound.Stop(); m_AnimCtrl = transform.Find("Anime_01").GetComponent <DragonBones.UnityArmatureComponent>(); m_AnimCtrl.AddEventListener(DragonBones.EventObject.COMPLETE, AnimationEventHandler); m_LineImg = transform.Find(m_Data.m_szBulletPoint[0]).GetComponentInChildren <Image>(); PlayAnim("up"); CustomAudioDataManager.GetInstance().PlayAudio(1005); }
static int RefreshAllTextureAtlas(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); DragonBones.UnityFactory obj = (DragonBones.UnityFactory)ToLua.CheckObject <DragonBones.UnityFactory>(L, 1); DragonBones.UnityArmatureComponent arg0 = (DragonBones.UnityArmatureComponent)ToLua.CheckObject <DragonBones.UnityArmatureComponent>(L, 2); obj.RefreshAllTextureAtlas(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private IEnumerator BlinkCoroutine(DragonBones.UnityArmatureComponent DBComponent, int p_i, int p_stopAt, MeshRenderer p_mySprite, bool p_startEnable) { if (p_i <= p_stopAt) { p_mySprite.enabled = !p_mySprite.enabled; yield return(new WaitForSeconds(m_blinkingInterval)); DBComponent.StartCoroutine(BlinkCoroutine(DBComponent, (p_i + 1), p_stopAt, p_mySprite, p_startEnable)); } else { p_mySprite.enabled = p_startEnable; } }
void Start() { _unityArmature = GetComponent <UnityArmatureComponent>(); if (_unityArmature.isUGUI) { Destroy(gameObject); return; } _mesh = new Mesh(); _mesh.MarkDynamic(); if (_unityArmature.armature != null) { UpdateMesh(); } }
static int Dispose(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)ToLua.CheckObject(L, 1, typeof(DragonBones.UnityArmatureComponent)); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.Dispose(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }