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

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-- @module ActionObject
-- @extend Ref
-- @parent_module ccs
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-- Sets the current time of frame.<br>
-- param fTime the current time of frame
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-- @function [parent=#ActionObject] setCurrentTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Pause the action.
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-- @function [parent=#ActionObject] pause
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets name for object<br>
-- param name name of object
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-- @function [parent=#ActionObject] setName
-- @param self
-- @param #char name
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets the time interval of frame.<br>
-- param fTime the time interval of frame
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-- @function [parent=#ActionObject] setUnitTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the total time of frame.<br>
-- return the total time of frame
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-- @function [parent=#ActionObject] getTotalTime
-- @param self
-- @return float#float ret (return value: float)
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-- Gets name of object<br>
-- return name of object
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-- @function [parent=#ActionObject] getName
-- @param self
-- @return char#char ret (return value: char)
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-- Stop the action.
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-- @function [parent=#ActionObject] stop
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- @overload self, cc.CallFunc
-- @overload self
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-- @function [parent=#ActionObject] play
-- @param self
-- @param #cc.CallFunc func
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the current time of frame.<br>
-- return the current time of frame
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-- @function [parent=#ActionObject] getCurrentTime
-- @param self
-- @return float#float ret (return value: float)
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-- Removes a ActionNode which play the action.<br>
-- param node the ActionNode which play the action
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-- @function [parent=#ActionObject] removeActionNode
-- @param self
-- @param #ccs.ActionNode node
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets if the action will loop play.<br>
-- return that if the action will loop play
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-- @function [parent=#ActionObject] getLoop
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Adds a ActionNode to play the action.<br>
-- param node the ActionNode which will play the action
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-- @function [parent=#ActionObject] addActionNode
-- @param self
-- @param #ccs.ActionNode node
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the time interval of frame.<br>
-- return the time interval of frame
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-- @function [parent=#ActionObject] getUnitTime
-- @param self
-- @return float#float ret (return value: float)
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-- Return if the action is playing.<br>
-- return true if the action is playing, false the otherwise
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-- @function [parent=#ActionObject] isPlaying
-- @param self
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#ActionObject] updateToFrameByTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets if the action will loop play.<br>
-- param bLoop that if the action will loop play
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-- @function [parent=#ActionObject] setLoop
-- @param self
-- @param #bool bLoop
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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--
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-- @function [parent=#ActionObject] simulationActionUpdate
-- @param self
-- @param #float dt
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Default constructor
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-- @function [parent=#ActionObject] ActionObject
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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return nil