版本2.3.4
参考:
CSDN spine使用BoundingBox实现游戏中的碰撞检测
cocos creator 获取spine的boundingBox附件信息
假如动画师在spine骨骼上画了一个BoundingBox,用于伤害判定的范围。
在cocos中,从人物骨骼动画中获取这个hurt多边形,根据顶点创建一个PolygonCollider,并绑定到人物上,然后使用碰撞组件PolygonPolygon和Monster的BoxCollider进行碰撞检测
//sk是人物的骨骼动画,获取骨骼动画上的挂件 let attachment = this.sk.getAttachment('hero', "hurt") //获取hero的骨骼 let slot = this.sk.findSlot("hero"); //获取hurt的顶点数组 let arr = {} let data = attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, arr, 0, 2) console.log("多边形挂件:",attachment); console.log("多边形顶点:", arr); //为hero增加多边形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多边形碰撞体,和怪物mosnter的boxCollider进行碰撞检测(Monter.boxCollider为了测试方便保存的static变量) console.log("碰撞:", cc.Intersection.polygonPolygon((poly as any).world.points, (Monster.boxCollider as any).world.points));