版本2.3.4
參考:
CSDN spine使用BoundingBox實現游戲中的碰撞檢測
cocos creator 獲取spine的boundingBox附件信息
假如動畫師在spine骨骼上畫了一個BoundingBox,用於傷害判定的范圍。

在cocos中,從人物骨骼動畫中獲取這個hurt多邊形,根據頂點創建一個PolygonCollider,並綁定到人物上,然后使用碰撞組件PolygonPolygon和Monster的BoxCollider進行碰撞檢測
//sk是人物的骨骼動畫,獲取骨骼動畫上的掛件
let attachment = this.sk.getAttachment('hero', "hurt")
//獲取hero的骨骼
let slot = this.sk.findSlot("hero");
//獲取hurt的頂點數組
let arr = {}
let data = attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, arr, 0, 2)
console.log("多邊形掛件:",attachment);
console.log("多邊形頂點:", arr);
//為hero增加多邊形Collider
this.addComponent(cc.PolygonCollider);
let poly:cc.PolygonCollider = this.getComponent(cc.PolygonCollider);
for(let i=0;i<4;i++){
poly.points[i].x = arr[i*2];
poly.points[i].y = arr[i*2+1];
}
//hurt多邊形碰撞體,和怪物mosnter的boxCollider進行碰撞檢測(Monter.boxCollider為了測試方便保存的static變量)
console.log("碰撞:", cc.Intersection.polygonPolygon((poly as any).world.points, (Monster.boxCollider as any).world.points));

