【Unity&DragonBones】DragonBones運行庫導入Unity工程文件詳細教程以及解決辦法


Unity&DragonBones版本號均為最新版本

 

 

# 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.

創建一個Unity工程,導入[Demos files](./Demos/)文件到工程文件

2. Import the [DragonBones common source code](../DragonBones/src/) to project Assets/Scripts.

導入[DragonBones common source code]到工程的Assets/Scripts。文件路徑為(../DragonBones/src/)

3. Import the [DragonBones Unity source code](./src/) to project Assets/Scripts.

導入[DragonBones common source code]到工程的Assets/Scripts。文件路徑為(./src/)

4. Import the [3rdParty source code](../3rdParty/) to project Assets/Scripts.

導入[3rdParty source code]到工程的Assets/Scripts。文件路徑為(../3rdParty/)

5. Run project and have fun.

運行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創建的動畫導入到Unity的工程

1. Create a new project in Unity.

創建一個新的Unity工程文件

 

2. Import DragonBones [core library](../DragonBones/src/) and [unity library](./src/) into your project "[Project]/Assets/Scripts/".

 

導入DragonBones [core library](../DragonBones/src/)代碼庫到Unity工程路徑為"[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的工程導入到一個名字為123的文件夾內,把這個文件夾內的內容復制到Unity工程文件夾的名字為Resources文件內(如果沒有這個名字的文件夾,新建一個)【或者名字不叫Resources也行】,如下圖所示

 

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視圖里面創建一個2D精靈,名字隨便,然后創建一個.CS文件

 

可以參照DEMON里面的HELLODRAGONBONES場景的.CS文件

 

 

 

對應的文件名字以及意義如上圖所示

 

就會出現錯誤 UnityFactory does not exist in the current context

解決方法如下所示

...\DragonBonesCSharp-master\DragonBonesCSharp-master\Unity\Demos\Assets\Scripts\DragonBones

的這個unity文件復制到

你的工程文件下的Assets\Scripts\DragonBones\下

 

創建一個2D精靈(名字不做要求),為其添加Unity Armature Component組件

其設置如下所示

 

點擊運行后,會創建一個新的復制精靈

 

對應Demon的顯示如下所示

 


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