ArmatureDisplay
Class
Extends _RendererUnderSG
Module: dragonBones
The Armature Display of DragonBones
(Armature Display has a reference to a DragonBonesAsset and stores the state for ArmatureDisplay instance,
which consists of the current pose's bone SRT, slot colors, and which slot attachments are visible.
Multiple Armature Display can use the same DragonBonesAsset which includes all animations, skins, and attachments.)
Index
Properties
dragonAsset
DragonBonesAsset
The DragonBones data contains the armatures information (bind pose bones, slots, draw order, attachments, skins, etc) and animations but does not hold any state.
Multiple ArmatureDisplay can share the same DragonBones data.dragonAtlasAsset
DragonBonesAtlasAsset
The atlas asset for the DragonBones.armatureName
String
The name of current armature.animationName
String
The name of current playing animation._defaultArmatureIndex
Number
timeScale
Number
The time scale of this armature.playTimes
Number
The play times of the default animation. -1 means using the value of config file; 0 means repeat for ever0 means repeat times
debugBones
Boolean
Indicates whether open debug bones._sgNode
_ccsg.Node
Reference to the instance of _ccsg.Node If it is possible to return null from your overloaded _createSgNode, then you should always check for null before using this property and reimplement__preload
.__eventTargets
Array
Register all related EventTargets, all event callbacks will be removed in _onPreDestroynode
Node
The node this component is attached to. A component is always attached to a node.uuid
String
The uuid for editor._enabled
Boolean
enabled
Boolean
indicates whether this component is enabled or not.enabledInHierarchy
Boolean
indicates whether this component is enabled and its node is also active in the hierarchy._isOnLoadCalled
Number
Returns a value which used to indicate the onLoad get called or not._name
String
_objFlags
Number
name
String
The name of the object.isValid
Boolean
Indicates whether the object is not yet destroyed.
Methods
playAnimation
Play the specified animation. Parameter animName specify the animation name. Parameter playTimes specify the repeat times of the animation. -1 means use the value of the config file. 0 means play the animation for ever.0 means repeat times.
getArmatureNames
Get the all armature names in the DragonBones Data.getAnimationNames
Get the all animation names of specified armature.addEventListener
Add event listener for the DragonBones Event.removeEventListener
Remove the event listener for the DragonBones Event.buildArmature
Build the armature for specified name.armature
Get the current armature object of the ArmatureDisplay._createSgNode
Create and returns your new scene graph node (SGNode) to add to scene graph. You should call the setContentSize of the SGNode if its size should be the same with the node's._initSgNode
_removeSgNode
update
Update is called every frame, if the Component is enabled.lateUpdate
LateUpdate is called every frame, if the Component is enabled.__preload
__preload
is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.onLoad
When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.start
Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components'onload
methods called.onEnable
Called when this component becomes enabled and its node is active.onDisable
Called when this component becomes disabled or its node becomes inactive.onDestroy
Called when this component will be destroyed.onFocusInEditor
onLostFocusInEditor
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.getComponents
Returns all components of supplied Type in the node.getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search._getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.unschedule
Unschedules a custom callback function.unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it._destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }
_onPreDestroy
Called before the object being destroyed._serialize
The customized serialization for this object. (Editor Only)_deserialize
Init this object from the custom serialized data.
Details
Properties
dragonAsset
The DragonBones data contains the armatures information (bind pose bones, slots, draw order, attachments, skins, etc) and animations but does not hold any state.
Multiple ArmatureDisplay can share the same DragonBones data.
meta | description |
---|---|
Type | DragonBonesAsset |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:81 |
dragonAtlasAsset
The atlas asset for the DragonBones.
meta | description |
---|---|
Type | DragonBonesAtlasAsset |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:108 |
armatureName
The name of current armature.
meta | description |
---|---|
Type | String |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:128 |
animationName
The name of current playing animation.
meta | description |
---|---|
Type | String |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:156 |
_defaultArmatureIndex
meta | description |
---|---|
Type | Number |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:171 |
timeScale
The time scale of this armature.
meta | description |
---|---|
Type | Number |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:237 |
playTimes
The play times of the default animation. -1 means using the value of config file; 0 means repeat for ever 0 means repeat times
meta | description |
---|---|
Type | Number |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:253 |
debugBones
Indicates whether open debug bones.
meta | description |
---|---|
Type | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:270 |
_sgNode
Reference to the instance of _ccsg.Node If it is possible to return null from your overloaded _createSgNode, then you should always check for null before using this property and reimplement
__preload
.
meta | description |
---|---|
Type | _ccsg.Node |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCRendererUnderSG.js:41 |
__eventTargets
Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
meta | description |
---|---|
Type | Array |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:61 |
node
The node this component is attached to. A component is always attached to a node.
meta | description |
---|---|
Type | Node |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:75 |
Examples
cc.log(comp.node);
uuid
The uuid for editor.
meta | description |
---|---|
Type | String |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:111 |
Examples
cc.log(comp.uuid);
_enabled
meta | description |
---|---|
Type | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:159 |
enabled
indicates whether this component is enabled or not.
meta | description |
---|---|
Type | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:166 |
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
meta | description |
---|---|
Type | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:197 |
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
meta | description |
---|---|
Type | Number |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:213 |
Examples
cc.log(this._isOnLoadCalled > 0);
_name
meta | description |
---|---|
Type | String |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:50 |
_objFlags
meta | description |
---|---|
Type | Number |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:57 |
name
The name of the object.
meta | description |
---|---|
Type | String |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:208 |
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed.
meta | description |
---|---|
Type | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:225 |
Examples
cc.log(obj.isValid);
Methods
playAnimation
Play the specified animation. Parameter animName specify the animation name. Parameter playTimes specify the repeat times of the animation. -1 means use the value of the config file. 0 means play the animation for ever.
0 means repeat times.
meta | description |
---|---|
Returns | dragonBones.AnimationState |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:473 |
Parameters
getArmatureNames
Get the all armature names in the DragonBones Data.
meta | description |
---|---|
Returns | Array |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:503 |
getAnimationNames
Get the all animation names of specified armature.
meta | description |
---|---|
Returns | Array |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:519 |
Parameters
armatureName
String
addEventListener
Add event listener for the DragonBones Event.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:544 |
Parameters
removeEventListener
Remove the event listener for the DragonBones Event.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:560 |
Parameters
buildArmature
Build the armature for specified name.
meta | description |
---|---|
Returns | dragonBones.Armature |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:576 |
Parameters
armatureName
String
armature
Get the current armature object of the ArmatureDisplay.
meta | description |
---|---|
Returns | Object |
Defined in | https:/github.com/cocos-creator/engine/blob/master/extensions/dragonbones/ArmatureDisplay.js:593 |
_createSgNode
Create and returns your new scene graph node (SGNode) to add to scene graph. You should call the setContentSize of the SGNode if its size should be the same with the node's.
meta | description |
---|---|
Returns | _ccsg.Node |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:65 |
_initSgNode
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:75 |
_removeSgNode
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:81 |
update
Update is called every frame, if the Component is enabled.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:234 |
Parameters
dt
Number the delta time in seconds it took to complete the last frame
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:243 |
__preload
__preload
is called before every onLoad.
It is used to initialize the builtin components internally,
to avoid checking whether onLoad is called before every public method calls.
This method should be removed if script priority is supported.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:251 |
onLoad
When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:262 |
start
Called before all scripts' update if the Component is enabled the first time.
Usually used to initialize some logic which need to be called after all components' onload
methods called.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:273 |
onEnable
Called when this component becomes enabled and its node is active.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:284 |
onDisable
Called when this component becomes disabled or its node becomes inactive.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:292 |
onDestroy
Called when this component will be destroyed.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:300 |
onFocusInEditor
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:308 |
onLostFocusInEditor
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:313 |
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:318 |
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
meta | description |
---|---|
Returns | Component |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:328 |
Parameters
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
meta | description |
---|---|
Returns | Component |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:346 |
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
meta | description |
---|---|
Returns | Component[] |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:370 |
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
meta | description |
---|---|
Returns | Component |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:388 |
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
meta | description |
---|---|
Returns | Component[] |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:406 |
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:426 |
Parameters
out_rect
Rect the Rect to receive the bounding box
onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:439 |
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:541 |
Parameters
callback
function The callback functioninterval
Number Tick interval in seconds. 0 means tick every frame.repeat
Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.delay
Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578 |
Parameters
callback
function A function wrapped as a selectordelay
Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595 |
Parameters
callback_fn
function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:611 |
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
meta | description |
---|---|
Returns | Boolean |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:246 |
Examples
obj.destroy();
_destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:379 |
_onPreDestroy
Called before the object being destroyed.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:412 |
_serialize
The customized serialization for this object. (Editor Only)
meta | description |
---|---|
Returns | object |
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437 |
Parameters
exporting
Boolean
_deserialize
Init this object from the custom serialized data.
meta | description |
---|---|
Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:447 |
Parameters
data
Object the serialized json datactx
_Deserializer