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-rw-r--r--meta/3rd/Cocos4.0/ccs.Armature.lua138
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diff --git a/meta/3rd/Cocos4.0/ccs.Armature.lua b/meta/3rd/Cocos4.0/ccs.Armature.lua
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+
+---@class ccs.Armature :cc.Node@all parent class: Node,BlendProtocol
+local Armature={ }
+ccs.Armature=Armature
+
+
+
+
+---* Get a bone with the specified name<br>
+---* param name The bone's name you want to get
+---@param name string
+---@return ccs.Bone
+function Armature:getBone (name) end
+---* Change a bone's parent with the specified parent name.<br>
+---* param bone The bone you want to change parent<br>
+---* param parentName The new parent's name.
+---@param bone ccs.Bone
+---@param parentName string
+---@return self
+function Armature:changeBoneParent (bone,parentName) end
+---*
+---@param animation ccs.ArmatureAnimation
+---@return self
+function Armature:setAnimation (animation) end
+---*
+---@param x float
+---@param y float
+---@return ccs.Bone
+function Armature:getBoneAtPoint (x,y) end
+---*
+---@return boolean
+function Armature:getArmatureTransformDirty () end
+---*
+---@param version float
+---@return self
+function Armature:setVersion (version) end
+---* Set contentsize and Calculate anchor point.
+---@return self
+function Armature:updateOffsetPoint () end
+---*
+---@return ccs.Bone
+function Armature:getParentBone () end
+---* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.<br>
+---* param bone The bone you want to remove<br>
+---* param recursion Determine whether remove the bone's child recursion.
+---@param bone ccs.Bone
+---@param recursion boolean
+---@return self
+function Armature:removeBone (bone,recursion) end
+---*
+---@return ccs.BatchNode
+function Armature:getBatchNode () end
+---@overload fun(string:string,ccs.Bone:ccs.Bone):self
+---@overload fun(string:string):self
+---@param name string
+---@param parentBone ccs.Bone
+---@return boolean
+function Armature:init (name,parentBone) end
+---*
+---@param parentBone ccs.Bone
+---@return self
+function Armature:setParentBone (parentBone) end
+---*
+---@param batchNode ccs.BatchNode
+---@return self
+function Armature:setBatchNode (batchNode) end
+---* js NA<br>
+---* lua NA
+---@return cc.BlendFunc
+function Armature:getBlendFunc () end
+---*
+---@param armatureData ccs.ArmatureData
+---@return self
+function Armature:setArmatureData (armatureData) end
+---* Add a Bone to this Armature,<br>
+---* param bone The Bone you want to add to Armature<br>
+---* param parentName The parent Bone's name you want to add to . If it's nullptr, then set Armature to its parent
+---@param bone ccs.Bone
+---@param parentName string
+---@return self
+function Armature:addBone (bone,parentName) end
+---*
+---@return ccs.ArmatureData
+function Armature:getArmatureData () end
+---*
+---@return float
+function Armature:getVersion () end
+---*
+---@return ccs.ArmatureAnimation
+function Armature:getAnimation () end
+---*
+---@return vec2_table
+function Armature:getOffsetPoints () end
+---* js NA<br>
+---* lua NA
+---@param blendFunc cc.BlendFunc
+---@return self
+function Armature:setBlendFunc (blendFunc) end
+---* Get Armature's bone dictionary<br>
+---* return Armature's bone dictionary
+---@return map_table
+function Armature:getBoneDic () end
+---@overload fun(string:string):self
+---@overload fun():self
+---@overload fun(string:string,ccs.Bone:ccs.Bone):self
+---@param name string
+---@param parentBone ccs.Bone
+---@return self
+function Armature:create (name,parentBone) end
+---*
+---@param point vec2_table
+---@return self
+function Armature:setAnchorPoint (point) end
+---*
+---@param renderer cc.Renderer
+---@param transform mat4_table
+---@param flags unsigned_int
+---@return self
+function Armature:draw (renderer,transform,flags) end
+---*
+---@return vec2_table
+function Armature:getAnchorPointInPoints () end
+---*
+---@param dt float
+---@return self
+function Armature:update (dt) end
+---* Init the empty armature
+---@return boolean
+function Armature:init () end
+---*
+---@return mat4_table
+function Armature:getNodeToParentTransform () end
+---* This boundingBox will calculate all bones' boundingBox every time
+---@return rect_table
+function Armature:getBoundingBox () end
+---* js ctor
+---@return self
+function Armature:Armature () end \ No newline at end of file