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Diffstat (limited to 'meta/3rd/Cocos4.0/library/ccs/Armature.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/ccs/Armature.lua | 139 |
2 files changed, 0 insertions, 139 deletions
diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0 new file mode 160000 +Subproject c0b2259e0d367561fd4563ae114b029b4dfe3a8 diff --git a/meta/3rd/Cocos4.0/library/ccs/Armature.lua b/meta/3rd/Cocos4.0/library/ccs/Armature.lua deleted file mode 100644 index c5b6dc1a..00000000 --- a/meta/3rd/Cocos4.0/library/ccs/Armature.lua +++ /dev/null @@ -1,139 +0,0 @@ ----@meta - ----@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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