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Class ArmatureDisplay

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.

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _accTime

_accTime: number = 0

Protected _animationIndexValue

_animationIndexValue: DefaultAnimsEnum = 0

Protected _animationName

_animationName: string = ""

_armature

_armature: Armature | null = null

Protected _armatureCache

_armatureCache: ArmatureCache | null = null

Protected _armatureKey

_armatureKey: string = ""

_armatureName

_armatureName: string = ""

Protected _assembler

_assembler: IAssembler | null = null

Protected _blendHash

_blendHash: number = 0

Protected _blendState

_blendState: BlendState = new BlendState()

Protected _cacheMode

_cacheMode: AnimationCacheMode = AnimationCacheMode.REALTIME

_cacheModeEnum

_cacheModeEnum: any

Protected _cachedSockets

_cachedSockets: Map<string, BoneIndex> = new Map()

Protected _color

_color: Color = Color.WHITE.clone()

_curFrame

_curFrame: ArmatureFrame | null = null

Protected _customMaterial

_customMaterial: Material | null = null

Protected _debugBones

_debugBones: boolean = false

_debugDraw

_debugDraw: Graphics | null = null

Protected _defaultArmatureIndexValue

_defaultArmatureIndexValue: DefaultArmaturesEnum = DefaultArmaturesEnum.default

Protected _defaultCacheModeValue

_defaultCacheModeValue: AnimationCacheMode = AnimationCacheMode.REALTIME

Protected _delegateSrc

_delegateSrc: Node | null = null

Protected _displayProxy

_displayProxy: CCArmatureDisplay | null = null

_dragonAsset

_dragonAsset: DragonBonesAsset | null = null

_dragonAtlasAsset

_dragonAtlasAsset: DragonBonesAtlasAsset | null = null

Protected _dstBlendFactor

_dstBlendFactor: BlendFactor = BlendFactor.ONE_MINUS_SRC_ALPHA

_enableBatch

_enableBatch: boolean = false

Private _enabled

_enabled: boolean = true

Protected _enumAnimations

_enumAnimations: any = Enum({})

Protected _enumArmatures

_enumArmatures: any = Enum({})

Protected _eventTarget

_eventTarget: EventTarget

Protected _factory

_factory: CCFactory | null = null

Protected _frameCache

_frameCache: AnimationCache | null = null

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Private _inited

_inited: any

Protected _instanceMaterialType

_instanceMaterialType: InstanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE

Protected _lastParent

_lastParent: Node | null = null

Protected materialCache

materialCache: {} = {} as any

Type declaration

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Protected _meshRenderDataArray

_meshRenderDataArray: ArmatureDisplayMeshData[] = []

_meshRenderDataArrayIdx

_meshRenderDataArrayIdx: number = 0

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _playCount

_playCount: number = 0

Protected _playTimes

_playTimes: number = -1

Protected _playing

_playing: boolean = false

Protected _postAssembler

_postAssembler: IAssembler | null = null

Protected _preCacheMode

_preCacheMode: number = -1

Protected _renderData

_renderData: RenderData | null = null

Protected _renderDataFlag

_renderDataFlag: boolean = true

Protected _renderFlag

_renderFlag: boolean = true

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _socketNodes

_socketNodes: Map<string, Node> = new Map()

Protected _sockets

_sockets: DragonBoneSocket[] = []

Protected _srcBlendFactor

_srcBlendFactor: BlendFactor = BlendFactor.SRC_ALPHA

Protected _timeScale

_timeScale: number = 1

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

attachUtil

attachUtil: AttachUtil

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

playTimes

playTimes: number = -1

The play times of the default animation. -1 means using the value of config file; 0 means repeat for ever >0 means repeat times

property

{Number} playTimes

default

-1

premultipliedAlpha

premultipliedAlpha: boolean = false

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.

property

{Boolean} premultipliedAlpha

default

false

stencilStage

stencilStage: Stage = Stage.DISABLED

The component stencil stage (please do not any modification directly on this object)

Static AnimationCacheMode

AnimationCacheMode: AnimationCacheMode = AnimationCacheMode

Static Assembler

Assembler: IAssemblerManager | null = null

The render data assembler

Static BlendState

BlendState: BlendFactor = BlendFactor

The blend factor enums

see

BlendFactor

Static PostAssembler

PostAssembler: IAssemblerManager | null = null

The post render data assembler

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

animationIndex

  • get animationIndex(): <None>
  • set animationIndex(value: <None>): void

defaultArmatureIndex

  • get defaultArmatureIndex(): default
  • set defaultArmatureIndex(value: default): void

defaultCacheMode

isOnLoadCalled

  • get isOnLoadCalled(): number

animationName

  • get animationName(): string
  • set animationName(value: string): void

armatureName

  • get armatureName(): string
  • set armatureName(name: string): void

blendHash

  • get blendHash(): number

color

  • get color(): Readonly<Color>
  • set color(value: {}): void

customMaterial

  • get customMaterial(): null | Material
  • set customMaterial(val: null | Material): void

debugBones

  • get debugBones(): boolean
  • set debugBones(value: boolean): void

delegateSrc

  • set delegateSrc(value: Node): void

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.

    property

    {DragonBonesAsset} dragonAsset

    Returns null | 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.

    property

    {DragonBonesAsset} dragonAsset

    Parameters

    Returns void

dragonAtlasAsset

dstBlendFactor

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

material

materials

meshRenderDataArray

name

  • get name(): string
  • set name(value: string): void

renderData

  • get renderData(): null | RenderData

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

socketNodes

  • get socketNodes(): Map<string, Node>

sockets

srcBlendFactor

timeScale

  • get timeScale(): number
  • set timeScale(value: number): void

uuid

  • get uuid(): string

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

preload

  • __preload(): void

Protected attachToScene

  • _attachToScene(): void

buildArmature

  • _buildArmature(): void

Protected canRender

  • _canRender(): boolean

Protected checkAndUpdateRenderData

  • _checkAndUpdateRenderData(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

emitCacheCompleteEvent

  • _emitCacheCompleteEvent(): void

Protected flushAssembler

  • _flushAssembler(): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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 store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

indexBoneSockets

  • _indexBoneSockets(): void

init

  • _init(): void

instantiate

  • instantiate(cloned: any): any

Protected nodeStateChange

offSyncTransform

  • _offSyncTransform(): void

Protected onMaterialModified

  • onMaterialModified(index: number, material: Material | null): void

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

  • onRebuildPSO(index: number, material: Material | null): void

onSyncTransform

  • _onSyncTransform(): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

parseDragonAtlasAsset

  • _parseDragonAtlasAsset(): void

Protected postCanRender

  • _postCanRender(): void

Protected postRender

  • postRender(render: Batcher2D): void

refresh

  • _refresh(): void

Protected render

  • render(ui: Batcher2D): void

updateAnimEnum

  • _updateAnimEnum(): void

updateArmatureEnum

  • _updateArmatureEnum(): void

updateBatch

  • _updateBatch(): void

updateBlendFunc

  • _updateBlendFunc(): void

updateCacheModeEnum

  • _updateCacheModeEnum(): void

Protected updateColor

  • _updateColor(): void

updateDebugDraw

  • _updateDebugDraw(): void

updateMaterial

  • _updateMaterial(): void

Protected updateSocketBindings

  • _updateSocketBindings(): void

validateRender

  • _validateRender(): boolean

Private verifySockets

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

addEventListener

  • addEventListener(eventType: any, listener: any, target: any): void
  • Add event listener for the DragonBones Event.

    method

    addEventListener

    Parameters

    • eventType: any
    • listener: any

      The callback that will be invoked when the event is dispatched.

    • target: any

    Returns void

armature

  • armature(): null | Armature

buildArmature

destroy

  • destroy(): boolean

destroyRenderData

  • destroyRenderData(): void

disableRender

  • disableRender(): void

getAnimationNames

  • getAnimationNames(armatureName: string): string[]

getArmatureKey

  • getArmatureKey(): string
  • The key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.

    method

    getArmatureKey

    example

    let factory = dragonBones.CCFactory.getInstance(); let needChangeSlot = needChangeArmature.armature().getSlot("changeSlotName"); factory.replaceSlotDisplay(toChangeArmature.getArmatureKey(), "armatureName", "slotName", "displayName", needChangeSlot);

    Returns string

getArmatureNames

  • getArmatureNames(): string[]

getBlendState

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialForBlend

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

initFactory

  • initFactory(): void

invalidAnimationCache

  • invalidAnimationCache(): void

isAnimationCached

  • isAnimationCached(): boolean

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • 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

    Returns void

markForUpdateRenderData

  • markForUpdateRenderData(enable?: boolean): void

off

  • off(eventType: string, listener: any, target: any): void
  • Remove the event listener for the DragonBones Event, the same to removeEventListener.

    method

    off

    Parameters

    • eventType: string
    • listener: any
    • target: any

    Returns void

on

  • on(eventType: string, listener: any, target: any): void
  • Add event listener for the DragonBones Event, the same to addEventListener.

    method

    on

    Parameters

    • eventType: string
    • listener: any

      The callback that will be invoked when the event is dispatched.

    • target: any

    Returns void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

once

  • once(eventType: string, listener: any, target: any): void
  • Add DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.

    method

    once

    Parameters

    • eventType: string
    • listener: any

      The callback that will be invoked when the event is dispatched.

    • target: any

    Returns void

playAnimation

  • playAnimation(animName: string, playTimes?: undefined | number): null | AnimationState
  • 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.

    Parameters

    • animName: string
    • Optional playTimes: undefined | number

    Returns null | AnimationState

postUpdateAssembler

  • postUpdateAssembler(render: Batcher2D): void
  • Post render data submission procedure, it's executed after assembler updated for all children. It may assemble some extra render data to the geometry buffers, or it may only change some render states. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

querySocketPathByName

  • querySocketPathByName(name: string): string[]

querySockets

  • querySockets(): string[]

removeEventListener

  • removeEventListener(eventType: any, listener: any, target: any): void

requestMeshRenderData

requestRenderData

  • requestRenderData(): RenderData

Optional resetInEditor

  • resetInEditor(): void

resetRenderData

  • resetRenderData(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

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.

    method

    setAnimationCacheMode

    example

    armatureDisplay.setAnimationCacheMode(dragonBones.ArmatureDisplay.AnimationCacheMode.SHARED_CACHE);

    Parameters

    Returns void

setBlendHash

  • setBlendHash(): void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

Protected Optional start

  • start(): void
  • 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.

    Returns void

Private syncTransform

  • syncTransform(): void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

update

  • update(dt: any): void

updateAnimationCache

  • updateAnimationCache(animName: string): void
  • 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.

    method

    updateAnimationCache

    Parameters

    • animName: string

    Returns void

updateAssembler

  • updateAssembler(render: Batcher2D): void
  • Render data submission procedure, it update and assemble the render data to 2D data buffers before all children submission process. Usually called each frame when the ui flow assemble all render data to geometry buffers. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

updateBlendHash

  • updateBlendHash(): void

Protected updateMaterial

  • updateMaterial(): void

Static deferredDestroy

  • _deferredDestroy(): void

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