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

250 lines
6.5 KiB
Lua

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-- @module Bone
-- @extend Node
-- @parent_module ccs
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--
-- @function [parent=#Bone] isTransformDirty
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Bone] isIgnoreMovementBoneData
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Update zorder
-- @function [parent=#Bone] updateZOrder
-- @param self
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--
-- @function [parent=#Bone] getDisplayRenderNode
-- @param self
-- @return Node#Node ret (return value: cc.Node)
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--
-- @function [parent=#Bone] isBlendDirty
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent<br>
-- param child the child you want to add
-- @function [parent=#Bone] addChildBone
-- @param self
-- @param #ccs.Bone child
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--
-- @function [parent=#Bone] getWorldInfo
-- @param self
-- @return BaseData#BaseData ret (return value: ccs.BaseData)
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--
-- @function [parent=#Bone] getTween
-- @param self
-- @return Tween#Tween ret (return value: ccs.Tween)
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-- Get parent bone<br>
-- return parent bone
-- @function [parent=#Bone] getParentBone
-- @param self
-- @return Bone#Bone ret (return value: ccs.Bone)
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-- Update color to render display
-- @function [parent=#Bone] updateColor
-- @param self
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--
-- @function [parent=#Bone] setTransformDirty
-- @param self
-- @param #bool dirty
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--
-- @function [parent=#Bone] getDisplayRenderNodeType
-- @param self
-- @return int#int ret (return value: int)
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--
-- @function [parent=#Bone] removeDisplay
-- @param self
-- @param #int index
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--
-- @function [parent=#Bone] setBoneData
-- @param self
-- @param #ccs.BoneData boneData
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-- @overload self, string
-- @overload self
-- @function [parent=#Bone] init
-- @param self
-- @param #string name
-- @return bool#bool ret (return value: bool)
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-- Set parent bone.<br>
-- If parent is NUll, then also remove this bone from armature.<br>
-- It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone *bone, const char* parentName).<br>
-- param parent the parent bone.<br>
-- nullptr : remove this bone from armature
-- @function [parent=#Bone] setParentBone
-- @param self
-- @param #ccs.Bone parent
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-- @overload self, cc.Node, int
-- @overload self, ccs.DisplayData, int
-- @function [parent=#Bone] addDisplay
-- @param self
-- @param #ccs.DisplayData displayData
-- @param #int index
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-- Remove itself from its parent.<br>
-- param recursion whether or not to remove childBone's display
-- @function [parent=#Bone] removeFromParent
-- @param self
-- @param #bool recursion
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--
-- @function [parent=#Bone] getColliderDetector
-- @param self
-- @return ColliderDetector#ColliderDetector ret (return value: ccs.ColliderDetector)
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--
-- @function [parent=#Bone] getChildArmature
-- @param self
-- @return Armature#Armature ret (return value: ccs.Armature)
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--
-- @function [parent=#Bone] getTweenData
-- @param self
-- @return FrameData#FrameData ret (return value: ccs.FrameData)
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--
-- @function [parent=#Bone] changeDisplayWithIndex
-- @param self
-- @param #int index
-- @param #bool force
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--
-- @function [parent=#Bone] changeDisplayWithName
-- @param self
-- @param #string name
-- @param #bool force
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--
-- @function [parent=#Bone] setArmature
-- @param self
-- @param #ccs.Armature armature
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--
-- @function [parent=#Bone] setBlendDirty
-- @param self
-- @param #bool dirty
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-- Removes a child Bone<br>
-- param bone the bone you want to remove
-- @function [parent=#Bone] removeChildBone
-- @param self
-- @param #ccs.Bone bone
-- @param #bool recursion
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--
-- @function [parent=#Bone] setChildArmature
-- @param self
-- @param #ccs.Armature childArmature
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--
-- @function [parent=#Bone] getNodeToArmatureTransform
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--
-- @function [parent=#Bone] getDisplayManager
-- @param self
-- @return DisplayManager#DisplayManager ret (return value: ccs.DisplayManager)
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--
-- @function [parent=#Bone] getArmature
-- @param self
-- @return Armature#Armature ret (return value: ccs.Armature)
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--
-- @function [parent=#Bone] getBoneData
-- @param self
-- @return BoneData#BoneData ret (return value: ccs.BoneData)
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-- @overload self, string
-- @overload self
-- @function [parent=#Bone] create
-- @param self
-- @param #string name
-- @return Bone#Bone ret (return value: ccs.Bone)
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--
-- @function [parent=#Bone] updateDisplayedColor
-- @param self
-- @param #color3b_table parentColor
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--
-- @function [parent=#Bone] setLocalZOrder
-- @param self
-- @param #int zOrder
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--
-- @function [parent=#Bone] getNodeToWorldTransform
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--
-- @function [parent=#Bone] update
-- @param self
-- @param #float delta
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--
-- @function [parent=#Bone] updateDisplayedOpacity
-- @param self
-- @param #unsigned char parentOpacity
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-- js ctor
-- @function [parent=#Bone] Bone
-- @param self
return nil