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

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-- @module ArmatureAnimation
-- @extend ProcessBase
-- @parent_module ccs
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--
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-- @function [parent=#ArmatureAnimation] getSpeedScale
-- @param self
-- @return float#float ret (return value: float)
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-- Pause the Process
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-- @function [parent=#ArmatureAnimation] pause
-- @param self
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-- Scale animation play speed.<br>
-- param animationScale Scale value
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-- @function [parent=#ArmatureAnimation] setSpeedScale
-- @param self
-- @param #float speedScale
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-- Init with a Armature<br>
-- param armature The Armature ArmatureAnimation will bind to
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-- @function [parent=#ArmatureAnimation] init
-- @param self
-- @param #ccs.Armature armature
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#ArmatureAnimation] playWithIndexes
-- @param self
-- @param #array_table movementIndexes
-- @param #int durationTo
-- @param #bool loop
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-- 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
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-- @function [parent=#ArmatureAnimation] play
-- @param self
-- @param #string animationName
-- @param #int durationTo
-- @param #int loop
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-- Go to specified frame and pause current movement.
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-- @function [parent=#ArmatureAnimation] gotoAndPause
-- @param self
-- @param #int frameIndex
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-- Resume the Process
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-- @function [parent=#ArmatureAnimation] resume
-- @param self
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-- Stop the Process
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-- @function [parent=#ArmatureAnimation] stop
-- @param self
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--
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-- @function [parent=#ArmatureAnimation] update
-- @param self
-- @param #float dt
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--
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-- @function [parent=#ArmatureAnimation] getAnimationData
-- @param self
-- @return AnimationData#AnimationData ret (return value: ccs.AnimationData)
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--
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-- @function [parent=#ArmatureAnimation] playWithIndex
-- @param self
-- @param #int animationIndex
-- @param #int durationTo
-- @param #int loop
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-- Get current movementID<br>
-- return The name of current movement
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-- @function [parent=#ArmatureAnimation] getCurrentMovementID
-- @param self
-- @return string#string ret (return value: string)
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--
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-- @function [parent=#ArmatureAnimation] setAnimationData
-- @param self
-- @param #ccs.AnimationData data
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-- 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);
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-- @function [parent=#ArmatureAnimation] gotoAndPlay
-- @param self
-- @param #int frameIndex
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--
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-- @function [parent=#ArmatureAnimation] playWithNames
-- @param self
-- @param #array_table movementNames
-- @param #int durationTo
-- @param #bool loop
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-- Get movement count
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-- @function [parent=#ArmatureAnimation] getMovementCount
-- @param self
-- @return long#long ret (return value: long)
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-- Create with a Armature<br>
-- param armature The Armature ArmatureAnimation will bind to
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-- @function [parent=#ArmatureAnimation] create
-- @param self
-- @param #ccs.Armature armature
-- @return ArmatureAnimation#ArmatureAnimation ret (return value: ccs.ArmatureAnimation)
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-- js ctor
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-- @function [parent=#ArmatureAnimation] ArmatureAnimation
-- @param self
return nil