SkeletonAnimation
Class
Extends Animation
Module: cc
Parent Module: cc
.
Index
Properties
defaultClip
AnimationClip
Animation will play the default clip when start game.
currentClip
AnimationClip
Current played clip.
_clips
AnimationClip[]
All the clips used in this animation.
playOnLoad
Boolean
Whether the animation should auto play the default clip when start game.
__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
getClips
Get all the clips used in this animation.
play
Plays an animation and stop other animations.
playAdditive
Plays an additive animation, it will not stop other animations.
stop
Stops an animation named name.
pause
Pauses an animation named name.
resume
Resumes an animation named name.
setCurrentTime
Make an animation named name go to the specified time.
getAnimationState
Returns the animation state named name.
hasAnimationState
Check whether the animation State with the name already exists.
addClip
Adds a clip to the animation with name newName.
removeClip
Remove clip from the animation list.
sample
Samples animations at the current state....
on
Register animation event callback.
off
Unregister animation event callback.
hasEventListener
Checks whether the EventTarget object has any callback registered for a specific type of event.
targetOff
Removes all callbacks previously registered with the same target (passed as parameter).
once
Register an callback of a specific event type on the EventTarget,...
dispatchEvent
Send an event with the event object.
clear
Destroy all callbackInfos.
update
This is a lifecycle method.
lateUpdate
This is a lifecycle method.
__preload
__preload
is called before every onLoad.
onLoad
When attaching to an active node or its node first activated.
start
Called before all scripts' update if the Component is enabled the first time.
onEnable
This is a lifecycle method.
onDisable
This is a lifecycle method.
onDestroy
This is a lifecycle method.
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.
addComponent
Adds a component class to the node.
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't....
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
onRestore
for undo/redo operation.
schedule
Schedules a custom selector....
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....
destroy
Actual object destruction will delayed until before rendering.
_destruct
Clear all references in the instance.
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object.
_deserialize
Init this object from the custom serialized data.
Details
Properties
defaultClip
Animation will play the default clip when start game.
currentClip
Current played clip.
_clips
All the clips used in this animation.
playOnLoad
Whether the animation should auto play the default clip when start game.
__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
getClips
Get all the clips used in this animation.
play
Plays an animation and stop other animations.
Parameters
name
String The name of animation to play. If no name is supplied then the default animation will be played.
startTime
Number play an animation from startTime
Examples
var animCtrl = this.node.getComponent(cc.Animation);
animCtrl.play("linear");
playAdditive
Plays an additive animation, it will not stop other animations.
If there are other animations playing, then will play several animations at the same time.
Parameters
name
String The name of animation to play. If no name is supplied then the default animation will be played.
startTime
Number play an animation from startTime
Examples
var animCtrl = this.node.getComponent(cc.Animation);
animCtrl.playAdditive("linear_1");
animCtrl.playAdditive("linear_2");
stop
Stops an animation named name. If no name is supplied then stops all playing animations that were started with this Animation.
Stopping an animation also Rewinds it to the Start.
Parameters
name
String The animation to stop, if not supplied then stops all playing animations.
pause
Pauses an animation named name. If no name is supplied then pauses all playing animations that were started with this Animation.
Parameters
name
String The animation to pauses, if not supplied then pauses all playing animations.
resume
Resumes an animation named name. If no name is supplied then resumes all paused animations that were started with this Animation.
Parameters
name
String The animation to resumes, if not supplied then resumes all paused animations.
setCurrentTime
Make an animation named name go to the specified time. If no name is supplied then make all animations go to the specified time.
Parameters
time
Number The time to go to
name
String Specified animation name, if not supplied then make all animations go to the time.
getAnimationState
Returns the animation state named name. If no animation with the specified name, the function will return null.
Parameters
hasAnimationState
Check whether the animation State with the name already exists.
Parameters
addClip
Adds a clip to the animation with name newName. If a clip with that name already exists it will be replaced with the new clip.
Parameters
removeClip
Remove clip from the animation list. This will remove the clip and any animation states based on it.
If there are animation states depand on the clip are playing or clip is defaultClip, it will not delete the clip.
But if force is true, then will always remove the clip and any animation states based on it. If clip is defaultClip, defaultClip will be reset to null
Parameters
clip
AnimationClip
force
Boolean If force is true, then will always remove the clip and any animation states based on it.
sample
Samples animations at the current state.
This is useful when you explicitly want to set up some animation state, and sample it once.
Parameters
on
Register animation event callback.
The event arguments will provide the AnimationState which emit the event.
When play an animation, will auto register the event callback to the AnimationState, and unregister the event callback from the AnimationState when animation stopped.
Parameters
type
String A string representing the event type to listen for.
callback
Function The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).
state
cc.AnimationState
target
Object The target (this object) to invoke the callback, can be null
useCapture
Boolean When set to true, the capture argument prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE.
When false, callback will NOT be invoked when event's eventPhase attribute value is CAPTURING_PHASE.
Either way, callback will be invoked when event's eventPhase attribute value is AT_TARGET.
Examples
onPlay: function (type, state) {
}
animation.on('play', this.onPlay, this);
off
Unregister animation event callback.
Parameters
type
String A string representing the event type being removed.
callback
Function The callback to remove.
target
Object The target (this object) to invoke the callback, if it's not given, only callback without target will be removed
useCapture
Boolean Specifies whether the callback being removed was registered as a capturing callback or not. If not specified, useCapture defaults to false. If a callback was registered twice,
one with capture and one without, each must be removed separately. Removal of a capturing callback
does not affect a non-capturing version of the same listener, and vice versa.
Examples
animation.off('play', this.onPlay, this);
hasEventListener
Checks whether the EventTarget object has any callback registered for a specific type of event.
Parameters
type
String The type of event.
targetOff
Removes all callbacks previously registered with the same target (passed as parameter).
This is not for removing all listeners in the current event target,
and this is not for removing all listeners the target parameter have registered.
It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.
Parameters
target
Object The target to be searched for all related listeners
once
Register an callback of a specific event type on the EventTarget,
the callback will remove itself after the first time it is triggered.
Parameters
Examples
eventTarget.once('fire', function () {
cc.log("this is the callback and will be invoked only once");
}, node);
dispatchEvent
Send an event with the event object.
Parameters
clear
Destroy all callbackInfos.
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 anymore.
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