139 lines
3.9 KiB
Lua
139 lines
3.9 KiB
Lua
---@meta
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---@class ccs.Armature :cc.Node@all parent class: Node,BlendProtocol
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local Armature={ }
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ccs.Armature=Armature
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---* Get a bone with the specified name<br>
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---* param name The bone's name you want to get
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---@param name string
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---@return ccs.Bone
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function Armature:getBone (name) end
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---* Change a bone's parent with the specified parent name.<br>
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---* param bone The bone you want to change parent<br>
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---* param parentName The new parent's name.
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---@param bone ccs.Bone
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---@param parentName string
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---@return self
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function Armature:changeBoneParent (bone,parentName) end
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---*
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---@param animation ccs.ArmatureAnimation
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---@return self
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function Armature:setAnimation (animation) end
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---*
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---@param x float
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---@param y float
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---@return ccs.Bone
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function Armature:getBoneAtPoint (x,y) end
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---*
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---@return boolean
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function Armature:getArmatureTransformDirty () end
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---*
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---@param version float
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---@return self
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function Armature:setVersion (version) end
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---* Set contentsize and Calculate anchor point.
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---@return self
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function Armature:updateOffsetPoint () end
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---*
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---@return ccs.Bone
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function Armature:getParentBone () end
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---* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.<br>
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---* param bone The bone you want to remove<br>
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---* param recursion Determine whether remove the bone's child recursion.
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---@param bone ccs.Bone
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---@param recursion boolean
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---@return self
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function Armature:removeBone (bone,recursion) end
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---*
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---@return ccs.BatchNode
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function Armature:getBatchNode () end
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---@overload fun(string:string,ccs.Bone:ccs.Bone):self
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---@overload fun(string:string):self
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---@param name string
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---@param parentBone ccs.Bone
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---@return boolean
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function Armature:init (name,parentBone) end
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---*
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---@param parentBone ccs.Bone
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---@return self
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function Armature:setParentBone (parentBone) end
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---*
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---@param batchNode ccs.BatchNode
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---@return self
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function Armature:setBatchNode (batchNode) end
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---* js NA<br>
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---* lua NA
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---@return cc.BlendFunc
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function Armature:getBlendFunc () end
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---*
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---@param armatureData ccs.ArmatureData
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---@return self
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function Armature:setArmatureData (armatureData) end
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---* Add a Bone to this Armature,<br>
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---* param bone The Bone you want to add to Armature<br>
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---* param parentName The parent Bone's name you want to add to . If it's nullptr, then set Armature to its parent
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---@param bone ccs.Bone
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---@param parentName string
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---@return self
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function Armature:addBone (bone,parentName) end
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---*
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---@return ccs.ArmatureData
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function Armature:getArmatureData () end
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---*
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---@return float
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function Armature:getVersion () end
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---*
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---@return ccs.ArmatureAnimation
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function Armature:getAnimation () end
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---*
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---@return vec2_table
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function Armature:getOffsetPoints () end
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---* js NA<br>
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---* lua NA
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---@param blendFunc cc.BlendFunc
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---@return self
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function Armature:setBlendFunc (blendFunc) end
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---* Get Armature's bone dictionary<br>
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---* return Armature's bone dictionary
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---@return map_table
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function Armature:getBoneDic () end
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---@overload fun(string:string):self
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---@overload fun():self
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---@overload fun(string:string,ccs.Bone:ccs.Bone):self
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---@param name string
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---@param parentBone ccs.Bone
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---@return self
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function Armature:create (name,parentBone) end
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---*
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---@param point vec2_table
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---@return self
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function Armature:setAnchorPoint (point) end
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---*
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---@param renderer cc.Renderer
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---@param transform mat4_table
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---@param flags unsigned_int
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---@return self
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function Armature:draw (renderer,transform,flags) end
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---*
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---@return vec2_table
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function Armature:getAnchorPointInPoints () end
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---*
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---@param dt float
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---@return self
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function Armature:update (dt) end
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---* Init the empty armature
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---@return boolean
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function Armature:init () end
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---*
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---@return mat4_table
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function Armature:getNodeToParentTransform () end
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---* This boundingBox will calculate all bones' boundingBox every time
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---@return rect_table
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function Armature:getBoundingBox () end
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---* js ctor
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---@return self
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function Armature:Armature () end |