For internal usage.
The node this component is attached to. A component is always attached to a node.
The play times of the default animation. -1 means using the value of config file; 0 means repeat for ever >0 means repeat times
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.
The component stencil stage (please do not any modification directly on this object)
The render data assembler
The blend factor enums
The post render data assembler
Returns a value which used to indicate the onLoad get called or not.
The name of current playing animation.
The name of current playing animation.
The name of current armature.
The name of current armature.
Main color for rendering, it normally multiplies with texture color.
Main color for rendering, it normally multiplies with texture color.
Indicates whether open debug bones.
Indicates whether open debug bones.
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.
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.
The atlas asset for the DragonBones.
The atlas asset for the DragonBones.
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 materials of the model.
The materials of the model.
The bone sockets this animation component maintains.
Sockets have to be registered here before attaching custom nodes to animated bones.
The bone sockets this animation component maintains.
Sockets have to be registered here before attaching custom nodes to animated bones.
The time scale of this armature.
The time scale of this armature.
The uuid for editor.
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
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
Add event listener for the DragonBones Event.
The callback that will be invoked when the event is dispatched.
Get the current armature object of the ArmatureDisplay.
Build the armature for specified name.
Get the all animation names of specified armature.
The key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.
Get the all armature names in the DragonBones Data.
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 the shared material asset of the specified sub-model.
Get the material instance of the specified sub-model.
Get the actual rendering material of the specified sub-model. (material instance if there is one, or the shared material asset)
Invalidates the animation cache, which is then recomputed on each frame..
Whether in cached mode.
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
Marks the render data of the current component as modified so that the render data is recalculated.
Marked necessary to update or not
Remove the event listener for the DragonBones Event, the same to removeEventListener.
Add event listener for the DragonBones Event, the same to addEventListener.
The callback that will be invoked when the event is dispatched.
Add DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.
The callback that will be invoked when the event is dispatched.
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.
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.
Query socket path with slot or bone name.
Slot name or Bone name
Remove the event listener for the DragonBones Event.
Request new render data object.
The new render data
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.
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
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.
Set the shared material asset of the specified sub-model, new material instance will be created automatically if the sub-model is already using one.
Set the material instance of the specified sub-model.
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.
Un-schedules a custom task.
The callback function of the task
unschedule all scheduled tasks.
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.
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.
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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.