Creator龙骨动画active=false切换场景时会暴崩
原因可能是引擎的问题,如果遇到这种暴崩的问题,请把龙骨动画的渲染模式从sharder cache模式转换成Realtime模式,然后如果需要换皮的时候代码写
* 加载本地SkeletonData数据
* @param DataPath 路径("Game/Person/Cook/cook_show_1")
* @param Success 设置成功的回调
*/
async setLongguData(DataPath: string, armatureName, Success: () => void = function () { }) {
if (this.getLonggu() == undefined) {
this.collectError("未添加龙骨组件组件,无法设置LongguData");
return;
}
await this.loadLongguData(DataPath + '_ske', (outputSkeletonData) => {
this.selfLonggu.dragonAsset = outputSkeletonData;
cc.loader.loadRes(DataPath + '_tex', dragonBones.DragonBonesAtlasAsset, (err, lgData) => {
if (err) {
console.log(err);
return;
}
this.selfLonggu.dragonAtlasAsset = lgData;
this.selfLonggu.armatureName = armatureName;
Success();
});
});
}
/**
* 得到龙骨组件
*/
public getLonggu() {
if (this.selfLonggu == undefined) {
this.selfLonggu = this.getComponent(dragonBones.ArmatureDisplay);
if (this.selfLonggu == undefined) {
this.selfLonggu.getComponentInChildren(dragonBones.ArmatureDisplay);
}
}
if (this.selfLonggu == undefined) {
this.collectError("未添加龙骨组件");
return undefined;
}
return this.selfLonggu;
}
/**
* 加载本地LongguData数据
* @param DataPath 路径("Game/Person/Cook/cook_show_1")
* @param loadSuccess 加载成功的回调
*/
public loadLongguData(DataPath: string, loadSuccess: (outputSkeletonData: dragonBones.DragonBonesAsset) => void) {
cc.loader.loadRes(DataPath, dragonBones.DragonBonesAsset, function (err, spData) {
if (err) {
console.log(err);
return;
}
loadSuccess(spData);
});
}