axmol/cocos/scripting/lua-bindings/auto/api/Animation.lua

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-- @module Animation
-- @extend Ref
-- @parent_module cc
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-- Gets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ...
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-- @function [parent=#Animation] getLoops
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
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-- Adds a SpriteFrame to a Animation.<br>
-- The frame will be added with one "delay unit".
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-- @function [parent=#Animation] addSpriteFrame
-- @param self
-- @param #cc.SpriteFrame frame
-- @return Animation#Animation self (return value: cc.Animation)
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-- Sets whether to restore the original frame when animation finishes
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-- @function [parent=#Animation] setRestoreOriginalFrame
-- @param self
-- @param #bool restoreOriginalFrame
-- @return Animation#Animation self (return value: cc.Animation)
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--
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-- @function [parent=#Animation] clone
-- @param self
-- @return Animation#Animation ret (return value: cc.Animation)
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-- Gets the duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit
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-- @function [parent=#Animation] getDuration
-- @param self
-- @return float#float ret (return value: float)
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-- Sets the array of AnimationFrames
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-- @function [parent=#Animation] setFrames
-- @param self
-- @param #array_table frames
-- @return Animation#Animation self (return value: cc.Animation)
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-- Gets the array of AnimationFrames
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-- @function [parent=#Animation] getFrames
-- @param self
-- @return array_table#array_table ret (return value: array_table)
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-- Sets the times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ...
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-- @function [parent=#Animation] setLoops
-- @param self
-- @param #unsigned int loops
-- @return Animation#Animation self (return value: cc.Animation)
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-- Sets the delay in seconds of the "delay unit"
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-- @function [parent=#Animation] setDelayPerUnit
-- @param self
-- @param #float delayPerUnit
-- @return Animation#Animation self (return value: cc.Animation)
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-- Adds a frame with an image filename. Internally it will create a SpriteFrame and it will add it.<br>
-- The frame will be added with one "delay unit".<br>
-- Added to facilitate the migration from v0.8 to v0.9.
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-- @function [parent=#Animation] addSpriteFrameWithFile
-- @param self
-- @param #string filename
-- @return Animation#Animation self (return value: cc.Animation)
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-- Gets the total Delay units of the Animation.
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-- @function [parent=#Animation] getTotalDelayUnits
-- @param self
-- @return float#float ret (return value: float)
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-- Gets the delay in seconds of the "delay unit"
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-- @function [parent=#Animation] getDelayPerUnit
-- @param self
-- @return float#float ret (return value: float)
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-- Checks whether to restore the original frame when animation finishes.
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-- @function [parent=#Animation] getRestoreOriginalFrame
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Adds a frame with a texture and a rect. Internally it will create a SpriteFrame and it will add it.<br>
-- The frame will be added with one "delay unit".<br>
-- Added to facilitate the migration from v0.8 to v0.9.
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-- @function [parent=#Animation] addSpriteFrameWithTexture
-- @param self
-- @param #cc.Texture2D pobTexture
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-- @param #rect_table rect
-- @return Animation#Animation self (return value: cc.Animation)
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-- @overload self, array_table, float, unsigned int
-- @overload self
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-- @function [parent=#Animation] create
-- @param self
-- @param #array_table arrayOfAnimationFrameNames
-- @param #float delayPerUnit
-- @param #unsigned int loops
-- @return Animation#Animation ret (return value: cc.Animation)
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--
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-- @function [parent=#Animation] createWithSpriteFrames
-- @param self
-- @param #array_table arrayOfSpriteFrameNames
-- @param #float delay
-- @param #unsigned int loops
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-- @return Animation#Animation ret (return value: cc.Animation)
return nil