转载自:https://blog.youkuaiyun.com/erweimac/article/details/85159846
1.添加属性
@property(dragonBones.ArmatureDisplay)
aniDragonBones: dragonBones.ArmatureDisplay = null;
2.再Creator 把dragonBones 组件拖到 上面声明属性
3.// 加载动画
loadAni(armatureDisPlay:dragonBones.ArmatureDisplay, name:string, armatureName: string,callfunc){
armatureDisPlay.dragonAtlasAsset = null;
armatureDisPlay.dragonAsset = null;
armatureDisPlay.armatureName = "";
var dbUrl_ske = 'Animation/' + name + '/' + name + '_ske';
var dbUrl_tex = 'Animation/' + name + '/' + name + '_tex';
cc.loader.loadRes(dbUrl_tex,dragonBones.DragonBonesAtlasAsset,function(err,atlasasset){
armatureDisPlay.dragonAtlasAsset = atlasasset;
cc.loader.loadRes(dbUrl_ske,dragonBones.DragonBonesAsset,function(err,asset){
// '_armatureName'是做龙骨骨骼时里面设置的名字而不是龙骨文件的名字,这个因该都懂的吧。
armatureDisPlay.dragonAsset = asset;
armatureDisPlay.armatureName = armatureName || "MovieClip";
if (callfunc) {
callfunc()
}
});
});
}