103 lines
3.3 KiB
Lua
103 lines
3.3 KiB
Lua
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---@meta
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---@class ccs.ArmatureAnimation
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local ArmatureAnimation={ }
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ccs.ArmatureAnimation=ArmatureAnimation
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---*
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---@return float
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function ArmatureAnimation:getSpeedScale () end
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---* Play animation by animation name.<br>
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---* param animationName The animation name you want to play<br>
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---* param durationTo The frames between two animation changing-over.<br>
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---* It's meaning is changing to this animation need how many frames<br>
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---* -1 : use the value from MovementData get from flash design panel<br>
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---* param loop Whether the animation is loop<br>
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---* loop < 0 : use the value from MovementData get from flash design panel<br>
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---* loop = 0 : this animation is not loop<br>
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---* loop > 0 : this animation is loop
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---@param animationName string
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---@param durationTo int
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---@param loop int
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---@return self
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function ArmatureAnimation:play (animationName,durationTo,loop) end
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---* Go to specified frame and pause current movement.
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---@param frameIndex int
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---@return self
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function ArmatureAnimation:gotoAndPause (frameIndex) end
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---*
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---@param movementIndexes array_table
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---@param durationTo int
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---@param loop boolean
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---@return self
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function ArmatureAnimation:playWithIndexes (movementIndexes,durationTo,loop) end
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---*
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---@param data ccs.AnimationData
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---@return self
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function ArmatureAnimation:setAnimationData (data) end
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---* Scale animation play speed.<br>
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---* param animationScale Scale value
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---@param speedScale float
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---@return self
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function ArmatureAnimation:setSpeedScale (speedScale) end
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---*
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---@return ccs.AnimationData
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function ArmatureAnimation:getAnimationData () end
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---* Go to specified frame and play current movement.<br>
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---* You need first switch to the movement you want to play, then call this function.<br>
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---* example : playByIndex(0);<br>
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---* gotoAndPlay(0);<br>
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---* playByIndex(1);<br>
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---* gotoAndPlay(0);<br>
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---* gotoAndPlay(15);
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---@param frameIndex int
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---@return self
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function ArmatureAnimation:gotoAndPlay (frameIndex) end
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---* Init with a Armature<br>
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---* param armature The Armature ArmatureAnimation will bind to
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---@param armature ccs.Armature
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---@return boolean
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function ArmatureAnimation:init (armature) end
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---*
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---@param movementNames array_table
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---@param durationTo int
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---@param loop boolean
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---@return self
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function ArmatureAnimation:playWithNames (movementNames,durationTo,loop) end
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---* Get movement count
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---@return int
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function ArmatureAnimation:getMovementCount () end
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---*
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---@param animationIndex int
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---@param durationTo int
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---@param loop int
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---@return self
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function ArmatureAnimation:playWithIndex (animationIndex,durationTo,loop) end
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---* Get current movementID<br>
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---* return The name of current movement
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---@return string
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function ArmatureAnimation:getCurrentMovementID () end
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---* Create with a Armature<br>
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---* param armature The Armature ArmatureAnimation will bind to
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---@param armature ccs.Armature
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---@return self
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function ArmatureAnimation:create (armature) end
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---* Pause the Process
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---@return self
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function ArmatureAnimation:pause () end
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---* Stop the Process
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---@return self
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function ArmatureAnimation:stop () end
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---*
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---@param dt float
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---@return self
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function ArmatureAnimation:update (dt) end
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---* Resume the Process
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---@return self
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function ArmatureAnimation:resume () end
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---* js ctor
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---@return self
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function ArmatureAnimation:ArmatureAnimation () end
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