// 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); }
/*——————————————————————————————————————————————————————————————*/ /*—————————————————————— 龙骨动画控制相关———————————————————————————————*/ /*——————————————————————————————————————————————————————————————*/ //龙骨动画控制相关 void AnimationController() { //如果跟上一桢的动画状态不同了,可变标志“isAnimaTypeChange”置为1 //动画控制 if (animaType != saveAnimaTypeChange) { switch (animaType) { case 0: //静止 roleArmatureComponent.animation.GotoAndPlayByFrame("待机动画", 0, 0); break; case 1: //行走 roleArmatureComponent.animation.GotoAndPlayByFrame("男主走路", 0, 0); break; case 3: //香蕉皮摔跤(播放一次) roleArmatureComponent.animation.GotoAndPlayByFrame("摔倒起身", 0, 1); break; case 4: //掏出手机(播放一次) roleArmatureComponent.animation.GotoAndPlayByFrame("掏出手机", 0, 1); break; case 5: //放回手机(播放一次) roleArmatureComponent.animation.GotoAndPlayByFrame("放回手机", 0, 1); break; } saveAnimaTypeChange = animaType; //动画回调事件(判断非循环动画完成) if (animaType == 3 || animaType == 5) { roleArmatureComponent.AddEventListener(DragonBones.EventObject.COMPLETE, (str, eventObject) => { special_anima = 0; targetPosition = transform.position; }); } if (animaType == 4) { // phone.transform.position += new Vector3(8 - phone.transform.position.x, -1 - transform.position.y, this.transform.position.z)*phonespeed*Time.deltaTime; phone.transform.DOMoveY(1, 1.5f); } } }