动态播放开始和播放结束回调(Web)
最終更新: 2024年12月19日
概述
现在在Cubism SDK for Web中可以在动态播放开始和结束时使用回调获取Event。
在范例中,回调函数输出通知播放开始和结束的记录文本。
回调实装
此次,由于在动态播放开始和结束时通过回调进行处理,因此进行实装,使其能够通过管理动态的抽象类Framework/src/motion/acubismmotion进行回调处理。
export namespace Live2DCubismFramework
{
// 开始动态播放回调函数的定义
export type BeganMotionCallback = (self: ACubismMotion) => void;
// 退出动态播放的回调函数的定义
export type FinishedMotionCallback = (self: ACubismMotion) => void
export abstract class ACubismMotion
{
・
・
・
// 注册开始动态播放的回调
public setBeganMotionHandler =
(onBeganMotionHandler: BeganMotionCallback) =>
(this._onBeganMotion = onBeganMotionHandler);
// 注册退出动态播放的回调
public setFinishedMotionHandler =
(onFinishedMotionHandler: FinishedMotionCallback) =>
this._onFinishedMotion = onFinishedMotionHandler;
// 获取开始动态播放的回调
public getBeganMotionHandler = () => this._onBeganMotion;
// 获取退出动态播放的回调
public getFinishedMotionHandler = () => this._onFinishedMotion;
・
・
・
// 加入了退出动态播放时调用的回调函数的变量
public _onBeganMotion?: BeganMotionCallback;
// 加入了退出动态播放时调用的回调函数的变量
public _onFinishedMotion?: FinishedMotionCallback;
}
}
export namespace Live2DCubismFramework
{
// 开始动态播放回调函数的定义
export type BeganMotionCallback = (self: ACubismMotion) => void;
// 退出动态播放的回调函数的定义
export type FinishedMotionCallback = (self: ACubismMotion) => void
export abstract class ACubismMotion
{
・
・
・
// 注册开始动态播放的回调
public setBeganMotionHandler =
(onBeganMotionHandler: BeganMotionCallback) =>
(this._onBeganMotion = onBeganMotionHandler);
// 注册退出动态播放的回调
public setFinishedMotionHandler =
(onFinishedMotionHandler: FinishedMotionCallback) =>
this._onFinishedMotion = onFinishedMotionHandler;
// 获取开始动态播放的回调
public getBeganMotionHandler = () => this._onBeganMotion;
// 获取退出动态播放的回调
public getFinishedMotionHandler = () => this._onFinishedMotion;
・
・
・
// 加入了退出动态播放时调用的回调函数的变量
public _onBeganMotion?: BeganMotionCallback;
// 加入了退出动态播放时调用的回调函数的变量
public _onFinishedMotion?: FinishedMotionCallback;
}
}
export namespace Live2DCubismFramework { // 开始动态播放回调函数的定义 export type BeganMotionCallback = (self: ACubismMotion) => void; // 退出动态播放的回调函数的定义 export type FinishedMotionCallback = (self: ACubismMotion) => void export abstract class ACubismMotion { ・ ・ ・ // 注册开始动态播放的回调 public setBeganMotionHandler = (onBeganMotionHandler: BeganMotionCallback) => (this._onBeganMotion = onBeganMotionHandler); // 注册退出动态播放的回调 public setFinishedMotionHandler = (onFinishedMotionHandler: FinishedMotionCallback) => this._onFinishedMotion = onFinishedMotionHandler; // 获取开始动态播放的回调 public getBeganMotionHandler = () => this._onBeganMotion; // 获取退出动态播放的回调 public getFinishedMotionHandler = () => this._onFinishedMotion; ・ ・ ・ // 加入了退出动态播放时调用的回调函数的变量 public _onBeganMotion?: BeganMotionCallback; // 加入了退出动态播放时调用的回调函数的变量 public _onFinishedMotion?: FinishedMotionCallback; } }
Tips
在范例中,以下情况无法调用回调,敬请注意。
- 当正在播放的动态设置为“循环”时
- 在回调中注册null时
回调函数的使用
实装希望通过回调函数实际处理的内容。
在范例中进行实装,以使用LAppPal.printMessage()输出通知动态播放开始和结束的记录文本。
如果要变更动态播放开始和结束时的处理,请变更以下函数的执行。
_beganMotion = (self: ACubismMotion) => {
LAppPal.printMessage("Motion Began:");
console.log(self);
}
_finishedMotion = (self: ACubismMotion) => {
LAppPal.printMessage("Motion Finished:");
console.log(self);
}
_beganMotion = (self: ACubismMotion) => {
LAppPal.printMessage("Motion Began:");
console.log(self);
}
_finishedMotion = (self: ACubismMotion) => {
LAppPal.printMessage("Motion Finished:");
console.log(self);
}
_beganMotion = (self: ACubismMotion) => { LAppPal.printMessage("Motion Began:"); console.log(self); } _finishedMotion = (self: ACubismMotion) => { LAppPal.printMessage("Motion Finished:"); console.log(self); }
另外,在注册回调函数时,在使用导入动态数据的Framework层的CubismUserModel.loadMotion()时,在生成动态的同时传递回调函数。
当已经有一个动态时,使用“回调实装”中介绍的setBeganMotionHandler()和setFinishedMotionHandler()。
public startMotion(
group: string,
no: number,
priority: number,
onFinishedMotionHandler?: FinishedMotionCallback,
onBeganMotionHandler?: BeganMotionCallback
): CubismMotionQueueEntryHandle {
・
・
・
if(motion == null)
{
let path: string = fileName;
path = this._modelHomeDir + path;
fetch(path).then(
(response) =>
{
return response.arrayBuffer();
}
).then(
(arrayBuffer) =>
{
let buffer: ArrayBuffer = arrayBuffer;
let size = buffer.byteLength;
// 通过在导入动态数据的同时传递回调函数来注册
motion = <CubismMotion>this.loadMotion(
arrayBuffer,
arrayBuffer.byteLength,
null,
onFinishedMotionHandler,
onBeganMotionHandler);
・
・
・
}
);
} else {
motion.setBeganMotionHandler(onBeganMotionHandler);
motion.setFinishedMotionHandler(onFinishedMotionHandler);
}
}
public startMotion(
group: string,
no: number,
priority: number,
onFinishedMotionHandler?: FinishedMotionCallback,
onBeganMotionHandler?: BeganMotionCallback
): CubismMotionQueueEntryHandle {
・
・
・
if(motion == null)
{
let path: string = fileName;
path = this._modelHomeDir + path;
fetch(path).then(
(response) =>
{
return response.arrayBuffer();
}
).then(
(arrayBuffer) =>
{
let buffer: ArrayBuffer = arrayBuffer;
let size = buffer.byteLength;
// 通过在导入动态数据的同时传递回调函数来注册
motion = <CubismMotion>this.loadMotion(
arrayBuffer,
arrayBuffer.byteLength,
null,
onFinishedMotionHandler,
onBeganMotionHandler);
・
・
・
}
);
} else {
motion.setBeganMotionHandler(onBeganMotionHandler);
motion.setFinishedMotionHandler(onFinishedMotionHandler);
}
}
public startMotion( group: string, no: number, priority: number, onFinishedMotionHandler?: FinishedMotionCallback, onBeganMotionHandler?: BeganMotionCallback ): CubismMotionQueueEntryHandle { ・ ・ ・ if(motion == null) { let path: string = fileName; path = this._modelHomeDir + path; fetch(path).then( (response) => { return response.arrayBuffer(); } ).then( (arrayBuffer) => { let buffer: ArrayBuffer = arrayBuffer; let size = buffer.byteLength; // 通过在导入动态数据的同时传递回调函数来注册 motion = <CubismMotion>this.loadMotion( arrayBuffer, arrayBuffer.byteLength, null, onFinishedMotionHandler, onBeganMotionHandler); ・ ・ ・ } ); } else { motion.setBeganMotionHandler(onBeganMotionHandler); motion.setFinishedMotionHandler(onFinishedMotionHandler); } }
在范例中,回调函数是从执行获取点击Event的OnTap()时调用的startRandomMotion()传入。
此外,由于实际播放动态的是CubismMotion.doUpdateParameters(),因此进行实装,以便可以将回调函数传递给CubismMotion。
public static create(
buffer: ArrayBuffer,
size: number,
onFinishedMotionHandler?: FinishedMotionCallback,
onBeganMotionHandler?: BeganMotionCallback
): CubismMotion {
const ret = new CubismMotion();
ret.parse(buffer, size);
ret._sourceFrameRate = ret._motionData.fps;
ret._loopDurationSeconds = ret._motionData.duration;
// 回调函数的注册
ret._onFinishedMotion = onFinishedMotionHandler;
ret._onBeganMotion = onBeganMotionHandler;
return ret;
}
public static create(
buffer: ArrayBuffer,
size: number,
onFinishedMotionHandler?: FinishedMotionCallback,
onBeganMotionHandler?: BeganMotionCallback
): CubismMotion {
const ret = new CubismMotion();
ret.parse(buffer, size);
ret._sourceFrameRate = ret._motionData.fps;
ret._loopDurationSeconds = ret._motionData.duration;
// 回调函数的注册
ret._onFinishedMotion = onFinishedMotionHandler;
ret._onBeganMotion = onBeganMotionHandler;
return ret;
}
public static create( buffer: ArrayBuffer, size: number, onFinishedMotionHandler?: FinishedMotionCallback, onBeganMotionHandler?: BeganMotionCallback ): CubismMotion { const ret = new CubismMotion(); ret.parse(buffer, size); ret._sourceFrameRate = ret._motionData.fps; ret._loopDurationSeconds = ret._motionData.duration; // 回调函数的注册 ret._onFinishedMotion = onFinishedMotionHandler; ret._onBeganMotion = onBeganMotionHandler; return ret; }
关于实装的发展
范例中只实装了退出动态播放,但通过发展这些实装,可以在动态播放开始和结束后通过回调函数进行异步处理等,通过从要应用回调的实际处理中反转函数,您可以在动态播放开始和结束以外的地方实装回调。
请问这篇文章对您有帮助吗?
是否