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Class Sprite

Renders a sprite in the scene.

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

  • newSprite(name?: string): Sprite

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _assembler

_assembler: IAssembler | null = null

Protected _atlas

_atlas: SpriteAtlas | null = null

Protected _blendHash

_blendHash: number = 0

Protected _blendState

_blendState: BlendState = new BlendState()

Protected _color

_color: Color = Color.WHITE.clone()

Protected _customMaterial

_customMaterial: Material | null = null

Protected _delegateSrc

_delegateSrc: Node | null = null

Protected _dstBlendFactor

_dstBlendFactor: BlendFactor = BlendFactor.ONE_MINUS_SRC_ALPHA

Private _enabled

_enabled: boolean = true

Protected _fillCenter

_fillCenter: Vec2 = new Vec2(0, 0)

Protected _fillRange

_fillRange: number = 0

Protected _fillStart

_fillStart: number = 0

Protected _fillType

_fillType: FillType = FillType.HORIZONTAL

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _instanceMaterialType

_instanceMaterialType: InstanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE

Protected _isTrimmedMode

_isTrimmedMode: boolean = true

Protected _lastParent

_lastParent: Node | null = null

Protected _materialInstances

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

Protected _materials

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

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _postAssembler

_postAssembler: IAssembler | null = null

Protected _renderData

_renderData: RenderData | null = null

Protected _renderDataFlag

_renderDataFlag: boolean = true

Protected _renderFlag

_renderFlag: boolean = true

Private sceneGetter

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

Protected _sizeMode

_sizeMode: SizeMode = SizeMode.TRIMMED

Protected _spriteFrame

_spriteFrame: SpriteFrame | null = null

Protected _srcBlendFactor

_srcBlendFactor: BlendFactor = BlendFactor.SRC_ALPHA

Protected _type

_type: SpriteType = SpriteType.SIMPLE

Protected _useGrayscale

_useGrayscale: boolean = false

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

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);

stencilStage

stencilStage: Stage = Stage.DISABLED

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

Static Assembler

Assembler: IAssemblerManager | null = null

The render data assembler

Static BlendState

BlendState: BlendFactor = BlendFactor

The blend factor enums

see

BlendFactor

Static EventType

EventType: EventType = EventType

Static FillType

FillType: FillType = FillType

Static PostAssembler

PostAssembler: IAssemblerManager | null = null

The post render data assembler

Static SizeMode

SizeMode: SizeMode = SizeMode

Static Type

Type: SpriteType = SpriteType

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

blendHash

  • get blendHash(): number

color

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

customMaterial

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

delegateSrc

  • set delegateSrc(value: Node): void

dstBlendFactor

enabled

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

enabledInHierarchy

  • get enabledInHierarchy(): boolean

fillCenter

  • get fillCenter(): Vec2
  • set fillCenter(value: Vec2): void
  • The fill Center, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    import { Vec2 } from 'cc';
    sprite.fillCenter = new Vec2(0, 0);

    Returns Vec2

  • The fill Center, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    import { Vec2 } from 'cc';
    sprite.fillCenter = new Vec2(0, 0);

    Parameters

    Returns void

fillRange

  • get fillRange(): number
  • set fillRange(value: number): void
  • The fill Range, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    // -1 To 1 between the numbers
    sprite.fillRange = 1;

    Returns number

  • The fill Range, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    // -1 To 1 between the numbers
    sprite.fillRange = 1;

    Parameters

    • value: number

    Returns void

fillStart

  • get fillStart(): number
  • set fillStart(value: number): void
  • The fill Start, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    // -1 To 1 between the numbers
    sprite.fillStart = 0.5;

    Returns number

  • The fill Start, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    // -1 To 1 between the numbers
    sprite.fillStart = 0.5;

    Parameters

    • value: number

    Returns void

fillType

  • The fill type, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    import { Sprite } from 'cc';
    sprite.fillType = Sprite.FillType.HORIZONTAL;

    Returns FillType

  • The fill type, This will only have any effect if the "type" is set to “Sprite.Type.FILLED”.

    example
    import { Sprite } from 'cc';
    sprite.fillType = Sprite.FillType.HORIZONTAL;

    Parameters

    Returns void

grayscale

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

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

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

sizeMode

spriteAtlas

spriteFrame

srcBlendFactor

trim

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

type

uuid

  • get uuid(): string

visibility

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

Methods

preload

  • __preload(): void

Private activateMaterial

  • _activateMaterial(): void

Private applySpriteFrame

Private applySpriteSize

  • _applySpriteSize(): void

Protected attachToScene

  • _attachToScene(): 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

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

instantiate

  • instantiate(cloned: any): any

Private markForUpdateUvDirty

  • _markForUpdateUvDirty(): void

Protected nodeStateChange

Protected onMaterialModified

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

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

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

Private onTextureLoaded

  • _onTextureLoaded(): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

Protected postCanRender

  • _postCanRender(): void

Protected postRender

  • postRender(render: Batcher2D): void

Protected render

  • render(render: Batcher2D): void

Private resized

  • _resized(): void

updateBlendFunc

  • _updateBlendFunc(): void

Protected updateColor

  • _updateColor(): void

addComponent

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

changeMaterialForDefine

  • changeMaterialForDefine(): void

changeSpriteFrameFromAtlas

  • changeSpriteFrameFromAtlas(name: string): void
  • Quickly switch to other sprite frame in the sprite atlas. If there is no atlas, the switch fails.

    Parameters

    • name: string

    Returns void

destroy

  • destroy(): boolean

destroyRenderData

  • destroyRenderData(): void

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

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

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

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 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.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

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

requestRenderData

  • requestRenderData(): RenderData

Optional resetInEditor

  • resetInEditor(): 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

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

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • 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

    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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