//skeletondata
skeletonanimation skeletonanimation = getcomponent();
debug.log(skeletonanimation.name);//獲取角色名
debug.log(skeletonanimation.skeleton.bones[5].tostring()); //獲取所有骨骼陣列list
debug.log(skeletonanimation.skeleton.slots[5].tostring());//獲取所有插槽數組
debug.log(skeletonanimation.skeleton.data.animations[0].name.tostring());//獲取所有動畫陣列
skeletonanimation.skeleton.findbone("root").flipx = true;//根據骨骼名獲取骨骼
debug.log(skeletonanimation.skeleton.findboneindex("root").tostring());//根據骨骼名獲取骨骼的index
debug.log(skeletonanimation.skeleton.findslot("torso").attachment.name);//根據slot名獲取slot
debug.log(skeletonanimation.skeleton.findslotindex("torso").tostring());//根據slot名獲取slot index
debug.log(skeletonanimation.skeleton.data.findanimation("walk").name);//根據動畫名獲取動畫
//skin
debug.log(skeletonanimation.skeleton.data.skins[0].name.tostring());//獲取所有 skin
spine.attachment _attachment = skeletonanimation.skeleton.data.skins[0].getattachment(5,"left lower leg");//從skin通過slot的index attachment的名獲取attachment
//bonedata
spine.bone _bone = skeletonanimation.skeleton.findbone("left upper leg");
debug.log(_bone.parent.tostring());//獲取骨骼的父骨骼
debug.log(_bone.data.length.tostring());//獲取骨骼長度
debug.log(_bone.rotation.tostring());//獲取骨骼旋轉
debug.log(_bone.data.scalex.tostring());//獲取骨骼放縮
debug.log(_bone.data.scaley.tostring());
debug.log(_bone.data.inheritrotation.tostring());// 是否旋轉值相對父骨骼 true是相對父骨骼
debug.log(_bone.data.inheritscale.tostring());//是否放縮值相對父骨骼 true是相對父骨骼
//slotdata
spine.slot _slot = skeletonanimation.skeleton.findslot("torso");
debug.log(_slot.data.name);//獲取slot的名字
debug.log(_slot.data.bonedata.name);//獲取slot掛靠的bone
debug.log(_slot.r.tostring());//獲取slot的顏色r值
debug.log(_slot.data.attachmentname);//獲取pose下slot的attachment名
_slot.data.additiveblending = true;//獲取或設定slot時候用additive blending來渲染 注釋:用於特效?
//animation
debug.log(skeletonanimation.skeleton.data.animations[0].duration.tostring());//動畫持續時間?
list_timeline = skeletonanimation.skeleton.data.animations[0].timelines;//獲取動畫timeline
//skeleton
spine.skeletondata _data = skeletonanimation.skeleton.data;//獲取skeletondata
debug.log(_data.bones[0].tostring()); //獲取所有骨骼
debug.log(_data.slots[0].tostring());//獲取所有slots
debug.log(skeletonanimation.skeleton.draworder[0].attachment.name);//獲取所有drawoder
debug.log(skeletonanimation.skeleton.skin.name);//獲取當前skin名
skeletonanimation.skeleton.r = 0.5f;//對skin的整體偏色 有rgba四個引數
debug.log(skeletonanimation.skeleton.time.tostring());//?
skeletonanimation.skeleton.flipx = true;//skeleton翻轉軸向
skeletonanimation.skeleton.flipy = true;
skeletonanimation.skeleton.x = 0;//skeleton的座標
skeletonanimation.skeleton.y = 0;
skeletonanimation.skeleton.setbonestosetuppose();
skeletonanimation.skeleton.setslotstosetuppose();
skeletonanimation.skeleton.settosetuppose();
獲取getattachment
skeletonanimation.skeleton.update(0.5f);//??
}--換裝函式,但是必須在slot裡有這個attachment名
skeletonanimation = getcomponent();
skeletonanimation.skeleton.setattachment("rear_upper_arm","muzzle");
skeletonanimation.skeleton.getattachment();
--動畫翻轉
if(x > 0)
skeletonanimation.skeleton.flipx = false;
else if(x < 0)
skeletonanimation.skeleton.flipx = true;
skeletonanimation.state.setanimation(0, hitanimation, false);
skeletonanimation.state.addanimation(0, currentanimation, true, 0);
注:(起始幀,動畫名,是否loop)
//角色之間的繪製排序
renderer.sortingorder = -5;
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