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dragon-doll-kit

v0.1.2

Published

黑龙骨架成品包:13 根骨骼 / 13 块部件 + 9 帧振翅贴图,翅膀逐帧换图的振翅,Cocos Creator 3.8。npm 装包后跑 dragon-doll-sync 把资源同步进工程 assets/resources/。

Readme

dragon-doll 黑龙骨架包

黑龙:13 块部件,四足 + 双翼 + 三节尾,13 根骨骼链。 不带特效 —— breath 只是张嘴吐气的动作,火焰自己配。 零外部依赖 —— 动作是 Cocos 原生 cc.AnimationClip,运行时一个 DragonDoll 组件必挂, DragonDollGhost(残影)可选。 由骨架仓库 RIG=dragon python3 tools/pack-kit.py 打出,skins.ts 是生成物,别手改。 运行时脚本和 hero-doll-kit 是同一份代码、类名加了前缀,几个包装进同一个工程不撞 @ccclass。

接入(Cocos Creator 3.8)

npm i dragon-doll-kit
npx dragon-doll-sync      # 同步进 assets/resources/dragon-doll/

或者整个 dragon-doll/ 文件夹连 .meta 一起拷进目标工程的 assets/resources/。

  1. 把 dragon-doll.prefab 拖进场景(或 instantiate);
  2. 根节点挂 DragonDoll 组件 —— 这一步不能省,翅膀的振翅换图是组件干的, 不挂组件翅膀只有骨骼那 ±15° 的摆动,看着像没在扇;
  3. 代码:
const doll = node.getComponent(DragonDoll);
doll.play('fly');                 // 循环:idle / fly;一次性:breath / roar
doll.crossFade('idle', 0.2);
doll.bone('wing-near');           // 任意一根骨
node.on(DragonDoll.EVENT, (name, clip, payload) => {});   // fx / sfx

振翅是怎么做的

翅膀的扇动不靠骨骼,靠 9 张逐帧贴图(parts/wing-01 … wing-09)。 fly 播放期间 DragonDoll 按播放进度换 wing-far / wing-near 两块的贴图, 骨骼只叠 ±15° 的正弦摆动做跟随。这是 Spine 官方那条飞龙的分工:幅度在美术里,骨骼只做跟随。 换到别的动作会自动还原成 parts/wing-far / wing-near 两张原图。

9 帧按肩关节对齐(不是按翼尖),所以翅根永远钉在背上。翼展在一个周期里 从 501 缩到 202 再回来 —— 那是绕肩转出来的透视缩短,不是画小了,别去"修"它。

骨骼名

body(根) neck head jaw wing-far wing-near leg-front-far leg-front-near leg-hind-far leg-hind-near tail-1 tail-2 tail-3

角色朝右。往左飞把角色节点(预制体的父节点)scale.x 取负,特效会跟着翻。 带 -far 的是远侧部件,预制体里已经压暗 0.72,不用自己调。

★贴图和预制体的 .meta 是脚本生成的(子资源 id 6c48a/f9941 是 Creator 的固定值), 不是 Creator 导出的。首次导入请看一眼预制体里贴图有没有掉 —— 掉了就是这条假设不成立, 在工程里导入一次 parts/*.png 再把 .meta 拿回仓库 dragon/cocos/。