//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); }
//局部换装 public virtual void ChangeEquipment(string equipmentId, bool isTexturePackaged, Action <bool> wearSucCallBack = null, Action <string> failCallBack = null) { StopChangeCoroutine(); this.wearSucCallBack = wearSucCallBack; SpineChangeManager.Instance.SpineRoleChange(animationData, skeletonAnimation, combineTextureData, slotAttachmentDic, equipmentData, RoleEquipmentDataTools.CreateRoleEquipmentItemById(equipmentId), isTexturePackaged, destoryTextureList, SetRoleActivity, failCallBack); }