更新Animation类
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@ -106,21 +106,25 @@ class Animation extends Actor {
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AnimationFlag = Buf.Flag;
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AnimationFlag = Buf.Flag;
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FrameArr = Buf.Frame;
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FrameArr = Buf.Frame;
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foreach(FrameObj in FrameArr) {
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foreach(FrameObj in FrameArr) {
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//如果有附加处理 格式化
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local Spritebuf;
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if (AdditionalOptions && AdditionalOptions.rawin("ImgFormat")) FrameObj.Img_Path = AdditionalOptions["ImgFormat"](FrameObj.Img_Path);
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//img路径判空
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if (FrameObj.Img_Path) {
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//如果有附加处理 格式化
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if (AdditionalOptions && AdditionalOptions.rawin("ImgFormat")) FrameObj.Img_Path = AdditionalOptions["ImgFormat"](FrameObj.Img_Path);
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local SpriteFramebuf = CL_SpriteFrameObject("sprite/" + FrameObj.Img_Path, FrameObj.Img_Index);
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Spritebuf = CL_SpriteObject("sprite/" + FrameObj.Img_Path, FrameObj.Img_Index);
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local Spritebuf = CL_SpriteObject();
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Spritebuf.SetFrame(SpriteFramebuf);
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//线性减淡
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//线性减淡
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if ("GRAPHIC_EFFECT_LINEARDODGE" in FrameObj.Flag) {
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if ("GRAPHIC_EFFECT_LINEARDODGE" in FrameObj.Flag) {
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Spritebuf.SetMode(0);
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Spritebuf.SetMode(0);
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}
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//坐标
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Spritebuf.SetPosition(FrameObj.Pos);
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} else {
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Spritebuf = CL_SpriteObject();
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}
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}
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//坐标
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Spritebuf.SetPosition(FrameObj.Pos);
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SpriteArr.append(Spritebuf);
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SpriteArr.append(Spritebuf);
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}
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}
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