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Diffstat (limited to 'meta/3rd/Cocos4.0/ccs.ArmatureAnimation.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/ccs.ArmatureAnimation.lua | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/ccs.ArmatureAnimation.lua b/meta/3rd/Cocos4.0/ccs.ArmatureAnimation.lua new file mode 100644 index 00000000..c2a5e809 --- /dev/null +++ b/meta/3rd/Cocos4.0/ccs.ArmatureAnimation.lua @@ -0,0 +1,102 @@ + +---@class ccs.ArmatureAnimation +local ArmatureAnimation={ } +ccs.ArmatureAnimation=ArmatureAnimation + + + + +---* +---@return float +function ArmatureAnimation:getSpeedScale () end +---* Play animation by animation name.<br> +---* param animationName The animation name you want to play<br> +---* param durationTo The frames between two animation changing-over.<br> +---* It's meaning is changing to this animation need how many frames<br> +---* -1 : use the value from MovementData get from flash design panel<br> +---* param loop Whether the animation is loop<br> +---* loop < 0 : use the value from MovementData get from flash design panel<br> +---* loop = 0 : this animation is not loop<br> +---* loop > 0 : this animation is loop +---@param animationName string +---@param durationTo int +---@param loop int +---@return self +function ArmatureAnimation:play (animationName,durationTo,loop) end +---* Go to specified frame and pause current movement. +---@param frameIndex int +---@return self +function ArmatureAnimation:gotoAndPause (frameIndex) end +---* +---@param movementIndexes array_table +---@param durationTo int +---@param loop boolean +---@return self +function ArmatureAnimation:playWithIndexes (movementIndexes,durationTo,loop) end +---* +---@param data ccs.AnimationData +---@return self +function ArmatureAnimation:setAnimationData (data) end +---* Scale animation play speed.<br> +---* param animationScale Scale value +---@param speedScale float +---@return self +function ArmatureAnimation:setSpeedScale (speedScale) end +---* +---@return ccs.AnimationData +function ArmatureAnimation:getAnimationData () end +---* Go to specified frame and play current movement.<br> +---* You need first switch to the movement you want to play, then call this function.<br> +---* example : playByIndex(0);<br> +---* gotoAndPlay(0);<br> +---* playByIndex(1);<br> +---* gotoAndPlay(0);<br> +---* gotoAndPlay(15); +---@param frameIndex int +---@return self +function ArmatureAnimation:gotoAndPlay (frameIndex) end +---* Init with a Armature<br> +---* param armature The Armature ArmatureAnimation will bind to +---@param armature ccs.Armature +---@return boolean +function ArmatureAnimation:init (armature) end +---* +---@param movementNames array_table +---@param durationTo int +---@param loop boolean +---@return self +function ArmatureAnimation:playWithNames (movementNames,durationTo,loop) end +---* Get movement count +---@return int +function ArmatureAnimation:getMovementCount () end +---* +---@param animationIndex int +---@param durationTo int +---@param loop int +---@return self +function ArmatureAnimation:playWithIndex (animationIndex,durationTo,loop) end +---* Get current movementID<br> +---* return The name of current movement +---@return string +function ArmatureAnimation:getCurrentMovementID () end +---* Create with a Armature<br> +---* param armature The Armature ArmatureAnimation will bind to +---@param armature ccs.Armature +---@return self +function ArmatureAnimation:create (armature) end +---* Pause the Process +---@return self +function ArmatureAnimation:pause () end +---* Stop the Process +---@return self +function ArmatureAnimation:stop () end +---* +---@param dt float +---@return self +function ArmatureAnimation:update (dt) end +---* Resume the Process +---@return self +function ArmatureAnimation:resume () end +---* js ctor +---@return self +function ArmatureAnimation:ArmatureAnimation () end
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