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ArmatureDisplay.js
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ArmatureDisplay.js
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/****************************************************************************
Copyright (c) 2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
const RenderComponent = require('../../cocos2d/core/components/CCRenderComponent');
let EventTarget = require('../../cocos2d/core/event/event-target');
const Graphics = require('../../cocos2d/core/graphics/graphics');
const RenderFlow = require('../../cocos2d/core/renderer/render-flow');
const FLAG_POST_RENDER = RenderFlow.FLAG_POST_RENDER;
let ArmatureCache = require('./ArmatureCache');
let AttachUtil = require('./AttachUtil');
/**
* @module dragonBones
*/
let DefaultArmaturesEnum = cc.Enum({ 'default': -1 });
let DefaultAnimsEnum = cc.Enum({ '<None>': 0 });
let DefaultCacheMode = cc.Enum({ 'REALTIME': 0 });
/**
* !#en Enum for cache mode type.
* !#zh Dragonbones渲染类型
* @enum ArmatureDisplay.AnimationCacheMode
*/
let AnimationCacheMode = cc.Enum({
/**
* !#en The realtime mode.
* !#zh 实时计算模式。
* @property {Number} REALTIME
*/
REALTIME: 0,
/**
* !#en The shared cache mode.
* !#zh 共享缓存模式。
* @property {Number} SHARED_CACHE
*/
SHARED_CACHE: 1,
/**
* !#en The private cache mode.
* !#zh 私有缓存模式。
* @property {Number} PRIVATE_CACHE
*/
PRIVATE_CACHE: 2
});
function setEnumAttr (obj, propName, enumDef) {
cc.Class.Attr.setClassAttr(obj, propName, 'type', 'Enum');
cc.Class.Attr.setClassAttr(obj, propName, 'enumList', cc.Enum.getList(enumDef));
}
/**
* !#en
* The Armature Display of DragonBones <br/>
* <br/>
* (Armature Display has a reference to a DragonBonesAsset and stores the state for ArmatureDisplay instance,
* which consists of the current pose's bone SRT, slot colors, and which slot attachments are visible. <br/>
* Multiple Armature Display can use the same DragonBonesAsset which includes all animations, skins, and attachments.) <br/>
* !#zh
* DragonBones 骨骼动画 <br/>
* <br/>
* (Armature Display 具有对骨骼数据的引用并且存储了骨骼实例的状态,
* 它由当前的骨骼动作,slot 颜色,和可见的 slot attachments 组成。<br/>
* 多个 Armature Display 可以使用相同的骨骼数据,其中包括所有的动画,皮肤和 attachments。)<br/>
*
* @class ArmatureDisplay
* @extends RenderComponent
*/
let ArmatureDisplay = cc.Class({
name: 'dragonBones.ArmatureDisplay',
extends: RenderComponent,
editor: CC_EDITOR && {
menu: 'i18n:MAIN_MENU.component.renderers/DragonBones',
inspector: 'packages://inspector/inspectors/comps/skeleton2d.js',
},
statics: {
AnimationCacheMode: AnimationCacheMode,
},
properties: {
_factory: {
default: null,
type: dragonBones.CCFactory,
serializable: false,
},
/**
* !#en
* The DragonBones data contains the armatures information (bind pose bones, slots, draw order,
* attachments, skins, etc) and animations but does not hold any state.<br/>
* Multiple ArmatureDisplay can share the same DragonBones data.
* !#zh
* 骨骼数据包含了骨骼信息(绑定骨骼动作,slots,渲染顺序,
* attachments,皮肤等等)和动画但不持有任何状态。<br/>
* 多个 ArmatureDisplay 可以共用相同的骨骼数据。
* @property {DragonBonesAsset} dragonAsset
*/
dragonAsset: {
default: null,
type: dragonBones.DragonBonesAsset,
notify () {
this._refresh();
if (CC_EDITOR) {
this._defaultArmatureIndex = 0;
this._animationIndex = 0;
}
},
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.dragon_bones_asset'
},
/**
* !#en
* The atlas asset for the DragonBones.
* !#zh
* 骨骼数据所需的 Atlas Texture 数据。
* @property {DragonBonesAtlasAsset} dragonAtlasAsset
*/
dragonAtlasAsset: {
default: null,
type: dragonBones.DragonBonesAtlasAsset,
notify () {
// parse the atlas asset data
this._parseDragonAtlasAsset();
this._refresh();
},
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.dragon_bones_atlas_asset'
},
_armatureName: '',
/**
* !#en The name of current armature.
* !#zh 当前的 Armature 名称。
* @property {String} armatureName
*/
armatureName: {
get () {
return this._armatureName;
},
set (value) {
this._armatureName = value;
let animNames = this.getAnimationNames(this._armatureName);
if (!this.animationName || animNames.indexOf(this.animationName) < 0) {
if (CC_EDITOR) {
this.animationName = animNames[0];
}
else {
// Not use default animation name at runtime
this.animationName = '';
}
}
if (this._armature && !this.isAnimationCached()) {
this._factory._dragonBones.clock.remove(this._armature);
}
this._refresh();
if (this._armature && !this.isAnimationCached()) {
this._factory._dragonBones.clock.add(this._armature);
}
},
visible: false
},
_animationName: '',
/**
* !#en The name of current playing animation.
* !#zh 当前播放的动画名称。
* @property {String} animationName
*/
animationName: {
get () {
return this._animationName;
},
set (value) {
this._animationName = value;
},
visible: false
},
/**
* @property {Number} _defaultArmatureIndex
*/
_defaultArmatureIndex: {
default: 0,
notify () {
let armatureName = '';
if (this.dragonAsset) {
let armaturesEnum;
if (this.dragonAsset) {
armaturesEnum = this.dragonAsset.getArmatureEnum();
}
if (!armaturesEnum) {
return cc.errorID(7400, this.name);
}
armatureName = armaturesEnum[this._defaultArmatureIndex];
}
if (armatureName !== undefined) {
this.armatureName = armatureName;
}
else {
cc.errorID(7401, this.name);
}
},
type: DefaultArmaturesEnum,
visible: true,
editorOnly: true,
animatable: false,
displayName: "Armature",
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.armature_name'
},
// value of 0 represents no animation
_animationIndex: {
default: 0,
notify () {
if (this._animationIndex === 0) {
this.animationName = '';
return;
}
let animsEnum;
if (this.dragonAsset) {
animsEnum = this.dragonAsset.getAnimsEnum(this.armatureName);
}
if (!animsEnum) {
return;
}
let animName = animsEnum[this._animationIndex];
if (animName !== undefined) {
this.playAnimation(animName, this.playTimes);
}
else {
cc.errorID(7402, this.name);
}
},
type: DefaultAnimsEnum,
visible: true,
editorOnly: true,
displayName: 'Animation',
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.animation_name'
},
// Record pre cache mode.
_preCacheMode: -1,
_cacheMode: AnimationCacheMode.REALTIME,
_defaultCacheMode: {
default: 0,
type: AnimationCacheMode,
notify () {
if (this._defaultCacheMode !== AnimationCacheMode.REALTIME) {
if (this._armature && !ArmatureCache.canCache(this._armature)) {
this._defaultCacheMode = AnimationCacheMode.REALTIME;
cc.warn("Animation cache mode doesn't support skeletal nesting");
return;
}
}
this.setAnimationCacheMode(this._defaultCacheMode);
},
editorOnly: true,
visible: true,
animatable: false,
displayName: "Animation Cache Mode",
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.animation_cache_mode'
},
/**
* !#en The time scale of this armature.
* !#zh 当前骨骼中所有动画的时间缩放率。
* @property {Number} timeScale
* @default 1
*/
timeScale: {
default: 1,
notify () {
if (this._armature && !this.isAnimationCached()) {
this._armature.animation.timeScale = this.timeScale;
}
},
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.time_scale'
},
/**
* !#en The play times of the default animation.
* -1 means using the value of config file;
* 0 means repeat for ever
* >0 means repeat times
* !#zh 播放默认动画的循环次数
* -1 表示使用配置文件中的默认值;
* 0 表示无限循环
* >0 表示循环次数
* @property {Number} playTimes
* @default -1
*/
playTimes: {
default: -1,
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.play_times'
},
/**
* !#en Indicates whether to enable premultiplied alpha.
* You should disable this option when image's transparent area appears to have opaque pixels,
* or enable this option when image's half transparent area appears to be darken.
* !#zh 是否启用贴图预乘。
* 当图片的透明区域出现色块时需要关闭该选项,当图片的半透明区域颜色变黑时需要启用该选项。
* @property {Boolean} premultipliedAlpha
* @default false
*/
premultipliedAlpha: {
default: false,
tooltip: CC_DEV && 'i18n:COMPONENT.skeleton.premultipliedAlpha'
},
/**
* !#en Indicates whether open debug bones.
* !#zh 是否显示 bone 的 debug 信息。
* @property {Boolean} debugBones
* @default false
*/
debugBones: {
default: false,
notify () {
this._updateDebugDraw();
},
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.debug_bones'
},
/**
* !#en Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.
* !#zh 开启合批,如果渲染大量相同纹理,且结构简单的骨骼动画,开启合批可以降低drawcall,否则请不要开启,cpu消耗会上升。
* @property {Boolean} enableBatch
* @default false
*/
enableBatch: {
default: false,
notify () {
this._updateBatch();
},
tooltip: CC_DEV && 'i18n:COMPONENT.dragon_bones.enabled_batch'
},
// DragonBones data store key.
_armatureKey: "",
// Below properties will effect when cache mode is SHARED_CACHE or PRIVATE_CACHE.
// accumulate time
_accTime: 0,
// Play times counter
_playCount: 0,
// Frame cache
_frameCache: null,
// Cur frame
_curFrame: null,
// Playing flag
_playing: false,
// Armature cache
_armatureCache: null,
},
ctor () {
// Property _materialCache Use to cache material,since dragonBones may use multiple texture,
// it will clone from the '_material' property,if the dragonbones only have one texture,
// it will just use the _material,won't clone it.
// So if invoke getMaterial,it only return _material,if you want to change all materialCache,
// you can change materialCache directly.
this._eventTarget = new EventTarget();
this._materialCache = {};
this._inited = false;
this.attachUtil = new AttachUtil();
this._factory = dragonBones.CCFactory.getInstance();
},
onLoad () {
// Adapt to old code,remove unuse child which is created by old code.
// This logic can be remove after 2.2 or later.
let children = this.node.children;
for (let i = 0, n = children.length; i < n; i++) {
let child = children[i];
let pos = child._name && child._name.search('CHILD_ARMATURE-');
if (pos === 0) {
child.destroy();
}
}
},
// if change use batch mode, just clear material cache
_updateBatch () {
let baseMaterial = this.getMaterial(0);
if (baseMaterial) {
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
}
this._materialCache = {};
},
// override base class _updateMaterial to set define value and clear material cache
_updateMaterial () {
let baseMaterial = this.getMaterial(0);
if (baseMaterial) {
baseMaterial.define('CC_USE_MODEL', !this.enableBatch);
baseMaterial.define('USE_TEXTURE', true);
let srcBlendFactor = this.premultipliedAlpha ? cc.gfx.BLEND_ONE : cc.gfx.BLEND_SRC_ALPHA;
let dstBlendFactor = cc.gfx.BLEND_ONE_MINUS_SRC_ALPHA;
baseMaterial.setBlend(
true,
cc.gfx.BLEND_FUNC_ADD,
srcBlendFactor, srcBlendFactor,
cc.gfx.BLEND_FUNC_ADD,
dstBlendFactor, dstBlendFactor
);
}
this._materialCache = {};
},
// override base class disableRender to clear post render flag
disableRender () {
this._super();
this.node._renderFlag &= ~FLAG_POST_RENDER;
},
// override base class disableRender to add post render flag
markForRender (enable) {
this._super(enable);
if (enable) {
this.node._renderFlag |= FLAG_POST_RENDER;
} else {
this.node._renderFlag &= ~FLAG_POST_RENDER;
}
},
_validateRender () {
let texture = this.dragonAtlasAsset && this.dragonAtlasAsset.texture;
if (!texture || !texture.loaded) {
this.disableRender();
return;
}
this._super();
},
__preload () {
this._init();
},
_init () {
if (this._inited) return;
this._inited = true;
this._resetAssembler();
this._activateMaterial();
this._parseDragonAtlasAsset();
this._refresh();
let children = this.node.children;
for (let i = 0, n = children.length; i < n; i++) {
let child = children[i];
if (child && child._name === "DEBUG_DRAW_NODE") {
child.destroy();
}
}
this._updateDebugDraw();
},
/**
* !#en
* The key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.
* !#zh
* 缓存龙骨数据的key值,换装的时会使用到该值,作为dragonbonesName使用
* @method getArmatureKey
* @return {String}
* @example
* let factory = dragonBones.CCFactory.getInstance();
* let needChangeSlot = needChangeArmature.armature().getSlot("changeSlotName");
* factory.replaceSlotDisplay(toChangeArmature.getArmatureKey(), "armatureName", "slotName", "displayName", needChangeSlot);
*/
getArmatureKey () {
return this._armatureKey;
},
/**
* !#en
* It's best to set cache mode before set property 'dragonAsset', or will waste some cpu time.
* If set the mode in editor, then no need to worry about order problem.
* !#zh
* 若想切换渲染模式,最好在设置'dragonAsset'之前,先设置好渲染模式,否则有运行时开销。
* 若在编辑中设置渲染模式,则无需担心设置次序的问题。
*
* @method setAnimationCacheMode
* @param {AnimationCacheMode} cacheMode
* @example
* armatureDisplay.setAnimationCacheMode(dragonBones.ArmatureDisplay.AnimationCacheMode.SHARED_CACHE);
*/
setAnimationCacheMode (cacheMode) {
if (this._preCacheMode !== cacheMode) {
this._cacheMode = cacheMode;
this._buildArmature();
if (this._armature && !this.isAnimationCached()) {
this._factory._dragonBones.clock.add(this._armature);
}
}
},
/**
* !#en Whether in cached mode.
* !#zh 当前是否处于缓存模式。
* @method isAnimationCached
* @return {Boolean}
*/
isAnimationCached () {
if (CC_EDITOR) return false;
return this._cacheMode !== AnimationCacheMode.REALTIME;
},
onEnable () {
this._super();
// If cache mode is cache, no need to update by dragonbones library.
if (this._armature && !this.isAnimationCached()) {
this._factory._dragonBones.clock.add(this._armature);
}
},
onDisable () {
this._super();
// If cache mode is cache, no need to update by dragonbones library.
if (this._armature && !this.isAnimationCached()) {
this._factory._dragonBones.clock.remove(this._armature);
}
},
_emitCacheCompleteEvent () {
// Animation loop complete, the event diffrent from dragonbones inner event,
// It has no event object.
this._eventTarget.emit(dragonBones.EventObject.LOOP_COMPLETE);
// Animation complete the event diffrent from dragonbones inner event,
// It has no event object.
this._eventTarget.emit(dragonBones.EventObject.COMPLETE);
},
update (dt) {
if (!this.isAnimationCached()) return;
if (!this._frameCache) return;
let frameCache = this._frameCache;
if (!frameCache.isInited()) {
return;
}
let frames = frameCache.frames;
if (!this._playing) {
if (frameCache.isInvalid()) {
frameCache.updateToFrame();
this._curFrame = frames[frames.length - 1];
}
return;
}
let frameTime = ArmatureCache.FrameTime;
// Animation Start, the event diffrent from dragonbones inner event,
// It has no event object.
if (this._accTime == 0 && this._playCount == 0) {
this._eventTarget.emit(dragonBones.EventObject.START);
}
let globalTimeScale = dragonBones.timeScale;
this._accTime += dt * this.timeScale * globalTimeScale;
let frameIdx = Math.floor(this._accTime / frameTime);
if (!frameCache.isCompleted) {
frameCache.updateToFrame(frameIdx);
}
if (frameCache.isCompleted && frameIdx >= frames.length) {
this._playCount ++;
if ((this.playTimes > 0 && this._playCount >= this.playTimes)) {
// set frame to end frame.
this._curFrame = frames[frames.length - 1];
this._accTime = 0;
this._playing = false;
this._playCount = 0;
this._emitCacheCompleteEvent();
return;
}
this._accTime = 0;
frameIdx = 0;
this._emitCacheCompleteEvent();
}
this._curFrame = frames[frameIdx];
},
onDestroy () {
this._super();
this._inited = false;
if (!CC_EDITOR) {
if (this._cacheMode === AnimationCacheMode.PRIVATE_CACHE) {
this._armatureCache.dispose();
this._armatureCache = null;
this._armature = null;
} else if (this._cacheMode === AnimationCacheMode.SHARED_CACHE) {
this._armatureCache = null;
this._armature = null;
} else if (this._armature) {
this._armature.dispose();
this._armature = null;
}
} else {
if (this._armature) {
this._armature.dispose();
this._armature = null;
}
}
},
_updateDebugDraw () {
if (this.debugBones) {
if (!this._debugDraw) {
let debugDrawNode = new cc.PrivateNode();
debugDrawNode.name = 'DEBUG_DRAW_NODE';
let debugDraw = debugDrawNode.addComponent(Graphics);
debugDraw.lineWidth = 1;
debugDraw.strokeColor = cc.color(255, 0, 0, 255);
this._debugDraw = debugDraw;
}
this._debugDraw.node.parent = this.node;
}
else if (this._debugDraw) {
this._debugDraw.node.parent = null;
}
},
_buildArmature () {
if (!this.dragonAsset || !this.dragonAtlasAsset || !this.armatureName) return;
// Switch Asset or Atlas or cacheMode will rebuild armature.
if (this._armature) {
// dispose pre build armature
if (!CC_EDITOR) {
if (this._preCacheMode === AnimationCacheMode.PRIVATE_CACHE) {
this._armatureCache.dispose();
} else if (this._preCacheMode === AnimationCacheMode.REALTIME) {
this._armature.dispose();
}
} else {
this._armature.dispose();
}
this._armatureCache = null;
this._armature = null;
this._displayProxy = null;
this._frameCache = null;
this._curFrame = null;
this._playing = false;
this._preCacheMode = null;
}
if (!CC_EDITOR) {
if (this._cacheMode === AnimationCacheMode.SHARED_CACHE) {
this._armatureCache = ArmatureCache.sharedCache;
} else if (this._cacheMode === AnimationCacheMode.PRIVATE_CACHE) {
this._armatureCache = new ArmatureCache;
this._armatureCache.enablePrivateMode();
}
}
let atlasUUID = this.dragonAtlasAsset._uuid;
this._armatureKey = this.dragonAsset.init(this._factory, atlasUUID);
if (this.isAnimationCached()) {
this._armature = this._armatureCache.getArmatureCache(this.armatureName, this._armatureKey, atlasUUID);
if (!this._armature) {
// Cache fail,swith to REALTIME cache mode.
this._cacheMode = AnimationCacheMode.REALTIME;
}
}
this._preCacheMode = this._cacheMode;
if (CC_EDITOR || this._cacheMode === AnimationCacheMode.REALTIME) {
this._displayProxy = this._factory.buildArmatureDisplay(this.armatureName, this._armatureKey, "", atlasUUID);
if (!this._displayProxy) return;
this._displayProxy._ccNode = this.node;
this._displayProxy.setEventTarget(this._eventTarget);
this._armature = this._displayProxy._armature;
this._armature.animation.timeScale = this.timeScale;
// If change mode or armature, armature must insert into clock.
// this._factory._dragonBones.clock.add(this._armature);
}
if (this._cacheMode !== AnimationCacheMode.REALTIME && this.debugBones) {
cc.warn("Debug bones is invalid in cached mode");
}
if (this._armature) {
let armatureData = this._armature.armatureData;
let aabb = armatureData.aabb;
this.node.setContentSize(aabb.width, aabb.height);
}
this._updateBatch();
this.attachUtil.init(this);
this.attachUtil._associateAttachedNode();
if (this.animationName) {
this.playAnimation(this.animationName, this.playTimes);
}
this.markForRender(true);
},
_parseDragonAtlasAsset () {
if (this.dragonAtlasAsset) {
this.dragonAtlasAsset.init(this._factory);
}
},
_refresh () {
this._buildArmature();
if (CC_EDITOR) {
// update inspector
this._updateArmatureEnum();
this._updateAnimEnum();
this._updateCacheModeEnum();
Editor.Utils.refreshSelectedInspector('node', this.node.uuid);
}
},
_updateCacheModeEnum: CC_EDITOR && function () {
if (this._armature) {
setEnumAttr(this, '_defaultCacheMode', AnimationCacheMode);
} else {
setEnumAttr(this, '_defaultCacheMode', DefaultCacheMode);
}
},
// update animation list for editor
_updateAnimEnum: CC_EDITOR && function () {
let animEnum;
if (this.dragonAsset) {
animEnum = this.dragonAsset.getAnimsEnum(this.armatureName);
}
// change enum
setEnumAttr(this, '_animationIndex', animEnum || DefaultAnimsEnum);
},
// update armature list for editor
_updateArmatureEnum: CC_EDITOR && function () {
let armatureEnum;
if (this.dragonAsset) {
armatureEnum = this.dragonAsset.getArmatureEnum();
}
// change enum
setEnumAttr(this, '_defaultArmatureIndex', armatureEnum || DefaultArmaturesEnum);
},
/**
* !#en
* Play the specified animation.
* Parameter animName specify the animation name.
* Parameter playTimes specify the repeat times of the animation.
* -1 means use the value of the config file.
* 0 means play the animation for ever.
* >0 means repeat times.
* !#zh
* 播放指定的动画.
* animName 指定播放动画的名称。
* playTimes 指定播放动画的次数。
* -1 为使用配置文件中的次数。
* 0 为无限循环播放。
* >0 为动画的重复次数。
* @method playAnimation
* @param {String} animName
* @param {Number} playTimes
* @return {dragonBones.AnimationState}
*/
playAnimation (animName, playTimes) {
this.playTimes = (playTimes === undefined) ? -1 : playTimes;
this.animationName = animName;
if (this.isAnimationCached()) {
let cache = this._armatureCache.getAnimationCache(this._armatureKey, animName);
if (!cache) {
cache = this._armatureCache.initAnimationCache(this._armatureKey, animName);
}
if (cache) {
this._accTime = 0;
this._playCount = 0;
this._frameCache = cache;
if (this.attachUtil._hasAttachedNode()) {
this._frameCache.enableCacheAttachedInfo();
}
this._frameCache.updateToFrame(0);
this._playing = true;
this._curFrame = this._frameCache.frames[0];
}
} else {
if (this._armature) {
return this._armature.animation.play(animName, this.playTimes);
}
}
},
/**
* !#en
* Updating an animation cache to calculate all frame data in the animation is a cost in
* performance due to calculating all data in a single frame.
* To update the cache, use the invalidAnimationCache method with high performance.
* !#zh
* 更新某个动画缓存, 预计算动画中所有帧数据,由于在单帧计算所有数据,所以较消耗性能。
* 若想更新缓存,可使用 invalidAnimationCache 方法,具有较高性能。
* @method updateAnimationCache
* @param {String} animName
*/
updateAnimationCache (animName) {
if (!this.isAnimationCached()) return;
this._armatureCache.updateAnimationCache(this._armatureKey, animName);
},
/**
* !#en
* Invalidates the animation cache, which is then recomputed on each frame..
* !#zh
* 使动画缓存失效,之后会在每帧重新计算。
* @method invalidAnimationCache
*/
invalidAnimationCache () {
if (!this.isAnimationCached()) return;
this._armatureCache.invalidAnimationCache(this._armatureKey);
},
/**
* !#en
* Get the all armature names in the DragonBones Data.
* !#zh
* 获取 DragonBones 数据中所有的 armature 名称
* @method getArmatureNames
* @returns {Array}
*/
getArmatureNames () {
let dragonBonesData = this._factory.getDragonBonesData(this._armatureKey);
return (dragonBonesData && dragonBonesData.armatureNames) || [];
},
/**
* !#en
* Get the all animation names of specified armature.
* !#zh
* 获取指定的 armature 的所有动画名称。
* @method getAnimationNames
* @param {String} armatureName
* @returns {Array}
*/
getAnimationNames (armatureName) {
let ret = [];
let dragonBonesData = this._factory.getDragonBonesData(this._armatureKey);
if (dragonBonesData) {
let armatureData = dragonBonesData.getArmature(armatureName);
if (armatureData) {
for (let animName in armatureData.animations) {
if (armatureData.animations.hasOwnProperty(animName)) {
ret.push(animName);
}
}
}
}
return ret;
},
/**
* !#en
* Add event listener for the DragonBones Event, the same to addEventListener.
* !#zh
* 添加 DragonBones 事件监听器,与 addEventListener 作用相同。
* @method on
* @param {String} type - A string representing the event type to listen for.
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
* @param {Event} listener.event event
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
*/
on (eventType, listener, target) {
this.addEventListener(eventType, listener, target);
},
/**
* !#en
* Remove the event listener for the DragonBones Event, the same to removeEventListener.
* !#zh
* 移除 DragonBones 事件监听器,与 removeEventListener 作用相同。
* @method off
* @param {String} type - A string representing the event type to listen for.
* @param {Function} [listener]
* @param {Object} [target]
*/
off (eventType, listener, target) {
this.removeEventListener(eventType, listener, target);
},
/**
* !#en
* Add DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.
* !#zh
* 添加 DragonBones 一次性事件监听器,回调会在第一时间被触发后删除自身。
* @method once
* @param {String} type - A string representing the event type to listen for.
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
* @param {Event} listener.event event
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
*/
once (eventType, listener, target) {
this._eventTarget.once(eventType, listener, target);
},
/**
* !#en
* Add event listener for the DragonBones Event.
* !#zh
* 添加 DragonBones 事件监听器。
* @method addEventListener
* @param {String} type - A string representing the event type to listen for.
* @param {Function} listener - The callback that will be invoked when the event is dispatched.
* @param {Event} listener.event event
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
*/
addEventListener (eventType, listener, target) {
this._eventTarget.on(eventType, listener, target);
},
/**
* !#en
* Remove the event listener for the DragonBones Event.
* !#zh
* 移除 DragonBones 事件监听器。
* @method removeEventListener
* @param {String} type - A string representing the event type to listen for.
* @param {Function} [listener]
* @param {Object} [target]
*/
removeEventListener (eventType, listener, target) {
this._eventTarget.off(eventType, listener, target);
},
/**
* !#en
* Build the armature for specified name.
* !#zh
* 构建指定名称的 armature 对象
* @method buildArmature
* @param {String} armatureName
* @param {Node} node
* @return {dragonBones.ArmatureDisplay}
*/
buildArmature (armatureName, node) {
return this._factory.createArmatureNode(this, armatureName, node);
},
/**
* !#en
* Get the current armature object of the ArmatureDisplay.
* !#zh
* 获取 ArmatureDisplay 当前使用的 Armature 对象
* @method armature
* @returns {Object}
*/
armature () {