Starling Builder supports loading DragonBones animation through a custom component called DBSprite. The following document explains how to setup both editor and game.
You can check out dragonbones_test.json in the latest demo workspace, which is already set up to work
There are 2 dependencies you need to inject to DragonBones in order to make it work: StarlingFactory and WorldClock. Thanks to the IAssetMediator.getCustomData interface, you can inject basically everything you want into a custom component that takes a IAssetMediator as a constructor parameter.
In this case, this is what you need to do to implement the method
override public function getCustomData(type:String, name:String):Object { switch (type) { case DBSprite.STARLING_FACTORY: return _starlingFactory; case DBSprite.WORLD_CLOCK: return _worldClock; default: return null; } }
It’s up to you how to create and manage _starlingFactory and _worldClock in your game. As long as you return the right dependencies from IAssetMediator.getCustomData, it will work.