Unity将物体绑定在spine动画骨骼节点上

实现

1.在目标spine动画下新建一个空物体。
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2.给空物体添加BoneFollwer脚本(sprite动画添加BoneFollwer, ui动画添加BoneFollowerGraphic)。此时spine动画上会显示出骨骼节点。
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3.选择需要挂载的目标骨骼节点。此时运行会发现挂有该脚本的物体会跟随选中的骨骼节点移动。
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4.给挂有脚本的物体下附加目标即可完成跟随。
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代码

写个管理器方便使用。

using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BoneFollowerMgr : MonoBehaviour
{
    
    
    public static BoneFollowerMgr instance;

    //存储spine和骨骼对象
    Dictionary<SkeletonRenderer, Dictionary<string, BoneFollower>> spineMap = new Dictionary<SkeletonRenderer, Dictionary<string, BoneFollower>>();

    void Awake()
    {
    
    
        instance = this;
    }

    //检查spine中是否存在该骨骼
    public bool HasBone(string boneName, SkeletonRenderer spine)
    {
    
    
        return spine.Skeleton.FindBone(boneName) != null;
    }

    //获取并创建传入骨骼名称的BoneFollower
    public BoneFollower GetBoneFollower(SkeletonRenderer spine,string boneName)
    {
    
    
        if (!spineMap.ContainsKey(spine))
        {
    
    
            spine.Initialize(true);
        }
        else
        {
    
    
            if (spineMap[spine].ContainsKey(boneName))
                return spineMap[spine][boneName];
        }

        if (HasBone(boneName,spine))
        {
    
    
            GameObject o = new GameObject(boneName);
            o.transform.SetParent(spine.transform, false);
            BoneFollower follow = o.AddComponent<BoneFollower>();
            follow.boneName = boneName;
            follow.SkeletonRenderer = spine;

            Dictionary<string, BoneFollower> boneMap;

            if (spineMap.ContainsKey(spine))
            {
    
    
                if(spineMap[spine].Count > 0)
                {
    
    
                    boneMap = spineMap[spine];
                }
                else
                {
    
    
                    boneMap = new Dictionary<string, BoneFollower>();
                }
            }
            else
            {
    
    
                boneMap = new Dictionary<string, BoneFollower>();
                spineMap.Add(spine,boneMap);
            }
            boneMap.Add(boneName, follow);

            spineMap[spine] = boneMap;
            return follow;
        }
        Debug.LogError("Do not have this bone!");
        return null;
    }

    //移除缓存中的指定spine
    public void RemoveSpine(SkeletonRenderer spine)
    {
    
    
        if (spineMap.ContainsKey(spine))
        {
    
    
            spineMap.Remove(spine);
        }
        else
        {
    
    
            Debug.LogError("Do not have this spine!");
        }
    }

    public void RemoveAllSpine()
    {
    
    
        spineMap.Clear();
    }
}

测试类

using Spine.Unity;
using UnityEngine;

public class TestBoneFollower : MonoBehaviour
{
    
    
    public Sprite sp;
    private void Start()
    {
    
    
        var follower = BoneFollowerMgr.instance.GetBoneFollower(GetComponent<SkeletonRenderer>(),"spear3");
        var o = new GameObject("o", typeof(SpriteRenderer));
        o.transform.SetParent(follower.transform, false);
        o.GetComponent<SpriteRenderer>().sprite = sp;
        o.transform.localScale = Vector3.one;
        o.transform.position = Vector3.zero;
    }
}

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转载自blog.csdn.net/qq_39162826/article/details/122687925