unityspineboundingbox碰撞检测
1、在spine的对象下建⽴物理⾻骼并选择”follow” 2、如果该spine动画已经由美术添加了BoundingBoxes,那在相应的⾻骼节点就可以⾃动⽣成多边形碰撞体,点击上图(weapon2)
3、由于项⽬要求可以替换武器,也就是更换了spine的skin之后,碰撞体也要同时刷新
功能代码段
private void freshWeapon(){
ansform.FindChild("[BoundingBox]weapon2").gameObject);酚醛模塑料
// 因为这⾥的AddBoundingBox不会⾃动刷新已经存在的属性值,所以要先把之前的destroy掉
weaponBone.AddBoundingBox(skeleton.skin.Name,"weapon2","weaponBJ");
// weaponBone.DoUpdate(SkeletonUtilityBone.UpdatePhase.Complete); 这个刷新函数不调⽤也没区别
}
/// <summary>
铭牌生产
/// </summary>
/// <param name="skeleton"></param>
铝塑分离/// <param name="skinName">套装的名字</param>
public void DressUp(Skeleton skeleton,string skinName)
{
skeleton.SetSkin(skinName);
}
void Update () {
if (Input.GetKeyDown(KeyCode.A)){
SpineTool.Instance.DressUp(skeleton,"weapon");
freshWeapon();
}
桥梁应力检测>木薯干else if (Input.GetKeyDown(KeyCode.B)){
SpineTool.Instance.DressUp(skeleton,"weapon2");
freshWeapon();
}
else if (Input.GetKeyDown(KeyCode.C)){
SpineTool.Instance.DressUp(skeleton,"weapon3");
can总线busoff
freshWeapon();
}