For internal usage.
The node this component is attached to. A component is always attached to a node.
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.
Returns a value which used to indicate the onLoad get called or not.
Gets or sets clips this component governs. When set, associated animation state of each existing clip will be stopped. If the existing default clip is not in the set of new clips, default clip will be reset to null.
Gets or sets clips this component governs. When set, associated animation state of each existing clip will be stopped. If the existing default clip is not in the set of new clips, default clip will be reset to null.
Gets or sets the default clip.
Gets or sets the default clip.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled and its node is also active in the hierarchy.
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.
The joint sockets this animation component maintains.
Sockets have to be registered here before attaching custom nodes to animated joints.
The joint sockets this animation component maintains.
Sockets have to be registered here before attaching custom nodes to animated joints.
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.
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.
The uuid for editor.
__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.
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; } } }
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.
The rect to store the result bounding rect
添加一个动画剪辑到 this.clips
中并以此剪辑创建动画状态。
The animation clip
The animation state name, if absent, the default clip's name will be used
The created animation state
Adds a component class to the node. You can also add component to node by passing in the name of the script.
The class of component to be retrieved or to be created
Adds a component class to the node. You can also add component to node by passing in the name of the script.
A string for the class name of the component
Creates a state for specified clip. If there is already a clip with same name, the existing animation state will be stopped and overridden.
The animation clip
The animation state name, if absent, the default clip's name will be used
The animation state created
Smoothly switch to play specified animation state.
The name of the animation to switch to
The duration of the cross fade, default value is 0.3s
Get specified animation state.
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.
The class of component to be retrieved or to be created
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.
A string for the class name of the component
Returns the component of supplied type in any of its children using depth first search.
The class of component to be retrieved
Returns the component of supplied type in any of its children using depth first search.
A string for the class name of the component
Returns all components of supplied type in the node.
The class of components to be retrieved
Returns all components of supplied type in the node.
A string for the class name of the components
Returns all components of supplied type in self or any of its children.
The class of components to be retrieved
Returns all components of supplied type in self or any of its children.
A string for the class name of the components
Get specified animation state.
The name of the animation
If no animation found, return null, otherwise the correspond animation state is returned
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.
the delta time in seconds it took to complete the last frame
Unregister animation event callback.
The event type to unregister
The callback to unregister
Register animation event callback.
The event type to listen to
The callback when event triggered
The registered callback
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.
Pause all animation states and all switching.
Switch to play specified animation state, without fading.
The name of the animation to be played, if absent, the default clip will be played
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
If force is true, then will always remove the clip and any animation states based on it.
Stops and removes specified clip.
The name of the animation state
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.
Resume all animation states and all switching.
Schedules a custom task.
If the task is already scheduled, then the interval parameter will be updated without scheduling it again.
The callback function of the task
The time interval between each invocation
The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever
The delay time for the first invocation, Unit: s
Schedules a task that runs only once, with a delay of 0 or larger.
The callback function of the task
The delay time for the first invocation, Unit: s
Stop all animation states and all switching.
Un-schedules a custom task.
The callback function of the task
unschedule all scheduled tasks.
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.
the delta time in seconds it took to complete the last frame
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Skeletal animation component, offers the following features on top of Animation: