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));