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

170 lines
4.9 KiB
Lua

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-- @module ActionTimeline
-- @extend Action
-- @parent_module ccs
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--
-- @function [parent=#ActionTimeline] getTimelines
-- @param self
-- @return array_table#array_table ret (return value: array_table)
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-- Get current frame.
-- @function [parent=#ActionTimeline] getCurrentFrame
-- @param self
-- @return int#int ret (return value: int)
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-- Start frame index of this action
-- @function [parent=#ActionTimeline] getStartFrame
-- @param self
-- @return int#int ret (return value: int)
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-- Pause the animation.
-- @function [parent=#ActionTimeline] pause
-- @param self
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-- Set ActionTimeline's frame event callback function
-- @function [parent=#ActionTimeline] setFrameEventCallFunc
-- @param self
-- @param #function listener
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-- Resume the animation.
-- @function [parent=#ActionTimeline] resume
-- @param self
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--
-- @function [parent=#ActionTimeline] getDuration
-- @param self
-- @return int#int ret (return value: int)
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-- add Timeline to ActionTimeline
-- @function [parent=#ActionTimeline] addTimeline
-- @param self
-- @param #ccs.Timeline timeline
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-- End frame of this action.<br>
-- When action play to this frame, if action is not loop, then it will stop, <br>
-- or it will play from start frame again.
-- @function [parent=#ActionTimeline] getEndFrame
-- @param self
-- @return int#int ret (return value: int)
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-- Set current frame index, this will cause action plays to this frame.
-- @function [parent=#ActionTimeline] setCurrentFrame
-- @param self
-- @param #int frameIndex
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-- Set the animation speed, this will speed up or slow down the speed.
-- @function [parent=#ActionTimeline] setTimeSpeed
-- @param self
-- @param #float speed
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--
-- @function [parent=#ActionTimeline] init
-- @param self
-- @return bool#bool ret (return value: bool)
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-- duration of the whole action
-- @function [parent=#ActionTimeline] setDuration
-- @param self
-- @param #int duration
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-- Get current animation speed.
-- @function [parent=#ActionTimeline] getTimeSpeed
-- @param self
-- @return float#float ret (return value: float)
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-- Goto the specified frame index, and pause at this index.<br>
-- param startIndex The animation will pause at this index.
-- @function [parent=#ActionTimeline] gotoFrameAndPause
-- @param self
-- @param #int startIndex
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-- Whether or not Action is playing.
-- @function [parent=#ActionTimeline] isPlaying
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @overload self, int, bool
-- @overload self, int
-- @overload self, int, int, bool
-- @overload self, int, int, int, bool
-- @function [parent=#ActionTimeline] gotoFrameAndPlay
-- @param self
-- @param #int startIndex
-- @param #int endIndex
-- @param #int currentFrameIndex
-- @param #bool loop
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--
-- @function [parent=#ActionTimeline] removeTimeline
-- @param self
-- @param #ccs.Timeline timeline
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--
-- @function [parent=#ActionTimeline] clearFrameEventCallFunc
-- @param self
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--
-- @function [parent=#ActionTimeline] create
-- @param self
-- @return ActionTimeline#ActionTimeline ret (return value: ccs.ActionTimeline)
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--
-- @function [parent=#ActionTimeline] step
-- @param self
-- @param #float delta
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--
-- @function [parent=#ActionTimeline] startWithTarget
-- @param self
-- @param #cc.Node target
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-- Returns a clone of ActionTimeline
-- @function [parent=#ActionTimeline] clone
-- @param self
-- @return ActionTimeline#ActionTimeline ret (return value: ccs.ActionTimeline)
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-- Returns a reverse of ActionTimeline. <br>
-- Not implement yet.
-- @function [parent=#ActionTimeline] reverse
-- @param self
-- @return ActionTimeline#ActionTimeline ret (return value: ccs.ActionTimeline)
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--
-- @function [parent=#ActionTimeline] isDone
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#ActionTimeline] ActionTimeline
-- @param self
return nil