Unity&DragonBones版本号均为最新版本
# DragonBones Unity Library
## How to use [Demos](./Demos/)
怎么使用DragonBones到Unity的Demos文件
1. Create a Unity project and import [Demos files](./Demos/) to override the project files.
创建一个Unity工程,导入[Demos files](./Demos/)文件到工程文件
2. Import the [DragonBones common source code](../DragonBones/src/) to project Assets/Scripts.
导入[DragonBones common source code]到工程的Assets/Scripts。文件路径为(../DragonBones/src/)
3. Import the [DragonBones Unity source code](./src/) to project Assets/Scripts.
导入[DragonBones common source code]到工程的Assets/Scripts。文件路径为(./src/)
4. Import the [3rdParty source code](../3rdParty/) to project Assets/Scripts.
导入[3rdParty source code]到工程的Assets/Scripts。文件路径为(../3rdParty/)
5. Run project and have fun.
运行Unity工程
*Notice*
* Maker sure project structure like this:
```
project
|-- Assets
|-- Scripts
|-- DragonBones
|-- animation
|-- armature
|-- ...
|-- unity
|-- ...
|-- 3rdParty Scripts
|-- Demos Scripts
|-- ...
|-- Resources
|-- DragonBonesData files
|-- ...
|-- ...
|-- ...
```
## How to create a new Unity project with DragonBones animation
怎么自己在DragonBones创建的动画导入到Unity的工程
1. Create a new project in Unity.
创建一个新的Unity工程文件
2. Import DragonBones [core library](../DragonBones/src/) and [unity library](./src/) into your project "[Project]/Assets/Scripts/".
导入DragonBones [core library](../DragonBones/src/)代码库到Unity工程路径为"[Project]/Assets/Scripts/"
3. Import the [3rdParty source code](../3rdParty/) to your project "[Project]/Assets/Scripts/".
4. Export DB animation files with DragonBones Pro to your project "[Project]/Assets/Resources/".
我把DragonBones的工程导入到一个名字为123的文件夹内,把这个文件夹内的内容复制到Unity工程文件夹的名字为Resources文件内(如果没有这个名字的文件夹,新建一个)【或者名字不叫Resources也行】,如下图所示
5. Create a new C# script like following:
```
public class HelloDragonBones :MonoBehaviour
{
void Start()
{
// Load data.
UnityFactory.factory.LoadDragonBonesData("Ubbie/Ubbie"); // DragonBones file path (without suffix)
UnityFactory.factory.LoadTextureAtlasData("Ubbie/texture"); //Texture atlas file path (without suffix)
// Create armature.
var armatureComponent =UnityFactory.factory.BuildArmatureComponent("ubbie"); // Input armature name
// Play animation.
armatureComponent.animation.Play("walk");
// Change armatureposition.
armatureComponent.transform.localPosition = new Vector3(0.0f, 0.0f,0.0f);
}
}
```
在Unity视图里面创建一个2D精灵,名字随便,然后创建一个.CS文件
可以参照DEMON里面的HELLODRAGONBONES场景的.CS文件
对应的文件名字以及意义如上图所示
就会出现错误 UnityFactory does not exist in the current context
解决方法如下所示
...\DragonBonesCSharp-master\DragonBonesCSharp-master\Unity\Demos\Assets\Scripts\DragonBones
的这个unity文件复制到
你的工程文件下的Assets\Scripts\DragonBones\下
创建一个2D精灵(名字不做要求),为其添加Unity Armature Component组件
其设置如下所示
点击运行后,会创建一个新的复制精灵
对应Demon的显示如下所示