---@class ccs.Armature :cc.Node@all parent class: Node,BlendProtocol local Armature={ } ccs.Armature=Armature ---* Get a bone with the specified name
---* 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.
---* param bone The bone you want to change parent
---* 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.
---* param bone The bone you want to remove
---* 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
---* 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,
---* param bone The Bone you want to add to Armature
---* 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
---* lua NA ---@param blendFunc cc.BlendFunc ---@return self function Armature:setBlendFunc (blendFunc) end ---* Get Armature's bone dictionary
---* 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