| | |
| | | { |
| | | //LoadAsset 已经有缓存SkeletonDataAsset |
| | | spineComp.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/" + effectConfig.packageName, effectConfig.fxName); |
| | | spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA; //为true时会有部分特效不显示 如主界面装备特效 |
| | | //为true时会有部分特效不显示 如主界面装备特效;改成伽马后不会出现BUG故注释代码 |
| | | // spineComp.MeshGenerator.settings.pmaVertexColors = !closePMA; |
| | | spineComp.raycastTarget = false; |
| | | spineComp.Initialize(true); |
| | | spineComp.timeScale = speedRate; |
| | |
| | | { |
| | | |
| | | |
| | | //spine里的第几个动画 |
| | | //spine里的第几个动画,!!closePMA参数无效暂时留着 |
| | | public void Play(int index, bool showLog = true, bool closePMA = false) |
| | | { |
| | | playSpineAnimIndex = index; |