diff --git a/cocos/editor-support/cocostudio/CCArmatureAnimation.cpp b/cocos/editor-support/cocostudio/CCArmatureAnimation.cpp index 0dfcdac27f..8e3ecb786b 100644 --- a/cocos/editor-support/cocostudio/CCArmatureAnimation.cpp +++ b/cocos/editor-support/cocostudio/CCArmatureAnimation.cpp @@ -163,7 +163,7 @@ float ArmatureAnimation::getSpeedScale() const } -void ArmatureAnimation::play(const char *animationName, int durationTo, int durationTween, int loop, int tweenEasing) +void ArmatureAnimation::play(const char *animationName, int durationTo, int loop) { CCASSERT(_animationData, "_animationData can not be null"); @@ -180,10 +180,9 @@ void ArmatureAnimation::play(const char *animationName, int durationTo, int dura //! Further processing parameters durationTo = (durationTo == -1) ? _movementData->durationTo : durationTo; - durationTween = (durationTween == -1) ? _movementData->durationTween : durationTween; - durationTween = (durationTween == 0) ? _movementData->duration : durationTween; + int durationTween = _movementData->durationTween == 0 ? _rawDuration : _movementData->durationTween; - tweenEasing = (tweenEasing == TWEEN_EASING_MAX) ? _movementData->tweenEasing : tweenEasing; + TweenType tweenEasing = _movementData->tweenEasing; loop = (loop < 0) ? _movementData->loop : loop; _onMovementList = false; @@ -247,13 +246,13 @@ void ArmatureAnimation::play(const char *animationName, int durationTo, int dura } -void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int durationTween, int loop, int tweenEasing) +void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int loop) { std::vector &movName = _animationData->movementNames; CC_ASSERT((animationIndex > -1) && ((unsigned int)animationIndex < movName.size())); std::string animationName = movName.at(animationIndex); - play(animationName.c_str(), durationTo, durationTween, loop, tweenEasing); + play(animationName.c_str(), durationTo, loop); } @@ -512,7 +511,7 @@ void ArmatureAnimation::updateMovementList() { if (_movementListLoop) { - play(_movementList.at(_movementIndex).c_str(), -1, -1, 0); + play(_movementList.at(_movementIndex).c_str(), -1, 0); _movementIndex++; if (_movementIndex >= _movementList.size()) @@ -524,7 +523,7 @@ void ArmatureAnimation::updateMovementList() { if (_movementIndex < _movementList.size()) { - play(_movementList.at(_movementIndex).c_str(), -1, -1, 0); + play(_movementList.at(_movementIndex).c_str(), -1, 0); _movementIndex++; } else diff --git a/cocos/editor-support/cocostudio/CCArmatureAnimation.h b/cocos/editor-support/cocostudio/CCArmatureAnimation.h index 5b9989555e..9cce0b9df4 100644 --- a/cocos/editor-support/cocostudio/CCArmatureAnimation.h +++ b/cocos/editor-support/cocostudio/CCArmatureAnimation.h @@ -117,33 +117,19 @@ public: * It's meaning is changing to this animation need how many frames * * -1 : use the value from MovementData get from flash design panel - * @param durationTween The frame count you want to play in the game. - * if _durationTween is 80, then the animation will played 80 frames in a loop - * - * -1 : use the value from MovementData get from flash design panel - * * @param loop Whether the animation is loop * * loop < 0 : use the value from MovementData get from flash design panel * loop = 0 : this animation is not loop * loop > 0 : this animation is loop - * - * @param tweenEasing Tween easing is used for calculate easing effect - * - * TWEEN_EASING_MAX : use the value from MovementData get from flash design panel - * -1 : fade out - * 0 : line - * 1 : fade in - * 2 : fade in and out - * */ - virtual void play(const char *animationName, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX); + virtual void play(const char *animationName, int durationTo = -1, int loop = -1); /** * Play animation by index, the other param is the same to play. * @param animationIndex the animation index you want to play */ - virtual void playByIndex(int animationIndex, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX); + virtual void playByIndex(int animationIndex, int durationTo = -1, int loop = -1); virtual void play(bool loop, const std::string *movementNames, int movementNumber);