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Class SkeletalAnimation

Skeletal animation component, offers the following features on top of Animation:

  • Choice between baked animation and real-time calculation, to leverage efficiency and expressiveness.
  • Joint socket system: Create any socket node directly under the animation component root node, find your target joint and register both to the socket list, so that the socket node would be in-sync with the joint.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _clips

_clips: (AnimationClip | null)[] = []

Protected _crossFade

_crossFade: CrossFade = new CrossFade()

Protected _defaultClip

_defaultClip: AnimationClip | null = null

Private _enabled

_enabled: boolean = true

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _name

_name: string

Protected _nameToState

_nameToState: Record<string, AnimationState> = createMap(true)

_objFlags

_objFlags: number

Private sceneGetter

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

Protected _sockets

_sockets: Socket[] = []

Protected _useBakedAnimation

_useBakedAnimation: boolean = true

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);

playOnLoad

playOnLoad: boolean = false

Whether the default clip should get into playing when this components starts. Note, this field takes no effect if crossFade() or play() has been called before this component starts.

Static EventType

EventType: EnumAlias<typeof EventType> = EventType

Static Socket

Socket: Socket = Socket

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

clips

defaultClip

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

name

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

sockets

useBakedAnimation

  • get useBakedAnimation(): boolean
  • set useBakedAnimation(val: boolean): void
  • Whether to bake animations. Default to true,
    which substantially increases performance while making all animations completely fixed.
    Dynamically changing this property will take effect when playing the next animation clip.

    Returns boolean

  • Whether to bake animations. Default to true,
    which substantially increases performance while making all animations completely fixed.
    Dynamically changing this property will take effect when playing the next animation clip.

    Parameters

    • val: boolean

    Returns void

uuid

  • get uuid(): string

Methods

Optional Private preload

  • __preload(): void
  • __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.

    Returns void

Protected createState

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 doCreateState

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

onPreDestroy

  • _onPreDestroy(): void

addClip

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null
  • Adds a component class to the node. You can also add component to node by passing in the name of the script.

    example
    const test = node.addComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Adds a component class to the node. You can also add component to node by passing in the name of the script.

    example
    const test = node.addComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

createSocket

  • createSocket(path: string): null | Node

createState

crossFade

  • crossFade(name: string, duration?: number): void
  • Smoothly switch to play specified animation state.

    zn

    平滑地切换到指定动画状态。

    Parameters

    • name: string

      The name of the animation to switch to

    • Default value duration: number = 0.3

      The duration of the cross fade, default value is 0.3s

    Returns void

destroy

  • destroy(): boolean

getAnimationState

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[]

getState

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

off

  • off(type: EventType, callback?: Function, thisArg?: any): void
  • Unregister animation event callback.

    example
    // unregister event to all animation
    animation.off('play', this.onPlay, this);

    Parameters

    • type: EventType

      The event type to unregister

    • Optional callback: Function

      The callback to unregister

    • Optional thisArg: any

    Returns void

on

  • on<TFunction>(type: EventType, callback: TFunction, thisArg?: any, once?: undefined | false | true): TFunction
  • 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.

    example
    onPlay: function (type, state) {
        // callback
    }
    // register event to all animation
    animation.on('play', this.onPlay, this);

    Type parameters

    • TFunction: Function

    Parameters

    • type: EventType

      The event type to listen to

    • callback: TFunction

      The callback when event triggered

    • Optional thisArg: any
    • Optional once: undefined | false | true

    Returns TFunction

    The registered callback

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

once

  • once<TFunction>(type: EventType, callback: TFunction, thisArg?: any): TFunction

pause

  • pause(): void

play

  • play(name?: undefined | string): void

querySockets

  • querySockets(): string[]

rebuildSocketAnimations

  • rebuildSocketAnimations(): void

removeClip

  • removeClip(clip: AnimationClip, force?: undefined | false | true): void
  • Remove clip from the animation list. This will remove the clip and any animation states based on it.
    If there are animation states depend 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

    deprecated

    please use removeState

    Parameters

    • clip: AnimationClip
    • Optional force: undefined | false | true

      If force is true, then will always remove the clip and any animation states based on it.

    Returns void

removeState

  • removeState(name: string): void

Optional resetInEditor

  • resetInEditor(): void

resume

  • resume(): 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

start

  • start(): void

stop

  • stop(): 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

Static deferredDestroy

  • _deferredDestroy(): void

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