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就是 让一个部件 可以按照开发者在编辑器里绘制的路径轨迹运动.
类似于 spine的这个功能:
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这个我个人认为并不应该属于龙骨功能。这是游戏逻辑。spine不清楚原理。但是很大可能是把节点转为骨节,那样就太浪费CPU了。相反如果只是单纯的多点curve插值,那就更不应该放在骨架里了,在自己逻辑里面会灵活得多。
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@jcyuan 如果是一个精灵 整体做路径运动, 确实如你所说, 是外部逻辑处理更好. 但是如果是一个精灵身上的某一个部件需要按照路径运动 就另当别论了. 比如 角色的待机动画. 手里拿着锤子, 把锤子往上扔出去再接住. 锤子的运动轨迹是一个超过头顶的大曲率抛物线, 同时自身自转.
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就是 让一个部件 可以按照开发者在编辑器里绘制的路径轨迹运动.
类似于 spine的这个功能:
The text was updated successfully, but these errors were encountered: