diff options
Diffstat (limited to 'meta/3rd/Cocos4.0/ccs.Armature.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/ccs.Armature.lua | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/ccs.Armature.lua b/meta/3rd/Cocos4.0/ccs.Armature.lua new file mode 100644 index 00000000..671111f0 --- /dev/null +++ b/meta/3rd/Cocos4.0/ccs.Armature.lua @@ -0,0 +1,138 @@ + +---@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
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