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