spineRuntTime for cocos2dx v3,attack播完后回到idle
spineRuntTime for cocos2dx v3,attack播完后回到idle。
_animationNode = spine::SkeletonAnimation::createWithFile("animations/skeleton.json", "animations/skeleton.atlas", 1.0);
_animationNode->setAnimation(0, "idle", true);
_animationNode->setPosition(ccp(x,y));
addChild(_animationNode);
_animationNode->setCompleteListener( [_animationNode] (int trackIndex, int loopCount) {
spTrackEntry* entry = spAnimationState_getCurrent(_animationNode->getState(), trackIndex);
const char* t_animationName = (entry && entry->animation) ? entry->animation->name : 0;
string animationName=t_animationName==0?"":t_animationName;
//CCLOG("%d complete: %s %d", trackIndex, animationName.c_str(),loopCount);
if(animationName=="attack"){
_animationNode->setAnimation(0, "idle", true);
}
});
需要特别注意的是:必须用CompleteListener,而不能用EndListener(会崩溃),参考:https://github.com/EsotericSoftware/spine-runtimes/issues/150