Skeleton
Class
Extends RenderComponent
Module: sp
The skeleton of Spine
(Skeleton has a reference to a SkeletonData and stores the state for skeleton instance,
which consists of the current pose's bone SRT, slot colors, and which slot attachments are visible.
Multiple skeletons can use the same SkeletonData which includes all animations, skins, and attachments.)
Index
Properties
paused
Boolean
The skeletal animation is paused?
skeletonData
sp.SkeletonData
The skeleton data contains the skeleton information (bind pose bones, slots, draw order,...
defaultSkin
String
The name of default skin.
defaultAnimation
String
The name of default animation.
animation
String
The name of current playing animation.
_defaultSkinIndex
Number
loop
Boolean
TODO
premultipliedAlpha
Boolean
Indicates whether to enable premultiplied alpha.
timeScale
Number
The time scale of this skeleton.
debugSlots
Boolean
Indicates whether open debug slots.
debugBones
Boolean
Indicates whether open debug bones.
debugMesh
Boolean
Indicates whether open debug mesh.
useTint
Boolean
Enabled two color tint.
enableBatch
Boolean
Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.
sharedMaterials
[Material]
The materials used by this render component.
__eventTargets
Array
Register all related EventTargets,...
node
Node
The node this component is attached to.
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
Details
Properties
paused
The skeletal animation is paused?
skeletonData
The skeleton data contains the skeleton information (bind pose bones, slots, draw order,
attachments, skins, etc) and animations but does not hold any state.
Multiple skeletons can share the same skeleton data.
defaultSkin
The name of default skin.
defaultAnimation
The name of default animation.
animation
The name of current playing animation.
_defaultSkinIndex
loop
TODO
premultipliedAlpha
Indicates whether to enable premultiplied alpha.
You should disable this option when image's transparent area appears to have opaque pixels,
or enable this option when image's half transparent area appears to be darken.
timeScale
The time scale of this skeleton.
debugSlots
Indicates whether open debug slots.
debugBones
Indicates whether open debug bones.
debugMesh
Indicates whether open debug mesh.
useTint
Enabled two color tint.
enableBatch
Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.
sharedMaterials
The materials used by this render component.
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy
is called, it is actually destroyed after the end of this frame.
So isValid
will return false from the next frame, while isValid
in the current frame will still be true.
If you want to determine whether the current frame has called destroy
, use cc.isValid(obj, true)
,
but this is often caused by a particular logical requirements, which is not normally required.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
setSkeletonData
Sets runtime skeleton data to sp.Skeleton.
This method is different from the skeletonData
property. This method is passed in the raw data provided by the Spine runtime, and the skeletonData type is the asset type provided by Creator.
Parameters
skeletonData
sp.spine.SkeletonData
setSlotsRange
Sets slots visible range.
Parameters
setAnimationStateData
Sets animation state data.
The parameter type is sp.spine.AnimationStateData.
Parameters
stateData
sp.spine.AnimationStateData
setAnimationCacheMode
It's best to set cache mode before set property 'dragonAsset', or will waste some cpu time.
If set the mode in editor, then no need to worry about order problem.
Parameters
cacheMode
AnimationCacheMode
Examples
skeleton.setAnimationCacheMode(sp.Skeleton.AnimationCacheMode.SHARED_CACHE);
isAnimationCached
Whether in cached mode.
setVertexEffectDelegate
Sets vertex effect delegate.
Parameters
effectDelegate
sp.VertexEffectDelegate
Computes the world SRT from the local SRT for each bone.
Examples
var bone = spine.findBone('head');
cc.log(bone.worldX);
spine.updateWorldTransform();
bone = spine.findBone('head');
cc.log(bone.worldX);
setToSetupPose
Sets the bones and slots to the setup pose.
setBonesToSetupPose
Sets the bones to the setup pose,
using the values from the BoneData
list in the SkeletonData
.
setSlotsToSetupPose
Sets the slots to the setup pose,
using the values from the SlotData
list in the SkeletonData
.
updateAnimationCache
Updating an animation cache to calculate all frame data in the animation is a cost in
performance due to calculating all data in a single frame.
To update the cache, use the invalidAnimationCache method with high performance.
Parameters
invalidAnimationCache
Invalidates the animation cache, which is then recomputed on each frame..
findBone
Finds a bone by name.
This does a string comparison for every bone.
Returns a sp.spine.Bone object.
Parameters
findSlot
Finds a slot by name. This does a string comparison for every slot.
Returns a sp.spine.Slot object.
Parameters
setSkin
Finds a skin by name and makes it the active skin.
This does a string comparison for every skin.
Note that setting the skin does not change which attachments are visible.
Returns a sp.spine.Skin object.
Parameters
getAttachment
Returns the attachment for the slot and attachment name.
The skeleton looks first in its skin, then in the skeleton data’s default skin.
Returns a sp.spine.Attachment object.
Parameters
setAttachment
Sets the attachment for the slot and attachment name.
The skeleton looks first in its skin, then in the skeleton data’s default skin.
Parameters
getTextureAtlas
Return the renderer of attachment.
Parameters
regionAttachment
sp.spine.RegionAttachment | spine.BoundingBoxAttachment
setMix
Mix applies all keyframe values,
interpolated for the specified time and mixed with the current values.
Parameters
setAnimation
Set the current animation. Any queued animations are cleared.
Returns a sp.spine.TrackEntry object.
Parameters
addAnimation
Adds an animation to be played delay seconds after the current or last queued animation.
Returns a sp.spine.TrackEntry object.
Parameters
findAnimation
Find animation with specified name.
Parameters
getCurrent
Returns track entry by trackIndex.
Returns a sp.spine.TrackEntry object.
Parameters
clearTracks
Clears all tracks of animation state.
clearTrack
Clears track of animation state by trackIndex.
Parameters
setStartListener
Set the start event listener.
Parameters
setInterruptListener
Set the interrupt event listener.
Parameters
setEndListener
Set the end event listener.
Parameters
setDisposeListener
Set the dispose event listener.
Parameters
setCompleteListener
Set the complete event listener.
Parameters
setEventListener
Set the animation event listener.
Parameters
setTrackStartListener
Set the start event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
setTrackInterruptListener
Set the interrupt event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
setTrackEndListener
Set the end event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
setTrackDisposeListener
Set the dispose event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
setTrackCompleteListener
Set the complete event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
entry
sp.spine.TrackEntry
loopCount
Number
setTrackEventListener
Set the event listener for specified TrackEntry.
Parameters
entry
sp.spine.TrackEntry
listener
function
getState
Get the animation state object
getMaterial
Get the material by index.
Parameters
getMaterials
Gets all the materials.
setMaterial
Set the material by index.
Parameters
update
Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
Parameters
dt
Number the delta time in seconds it took to complete the last frame
__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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onEnable
Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDisable
Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDestroy
Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
Parameters
typeOrClassName
Function | String the constructor or the class name of the component to add
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.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
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.
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.
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.
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.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
callback
function The callback function
interval
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. Unit: s
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.
Parameters
callback
function A function wrapped as a selector
delay
Number The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
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.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
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;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data
Object the serialized json data
ctx
_Deserializer