#include <CCProcessBase.h>
virtual int getCurrentFrameIndex |
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virtual |
virtual float getCurrentPercent |
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const |
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inlinevirtual |
virtual float getProcessScale |
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const |
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inlinevirtual |
virtual int getRawDuration |
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const |
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inlinevirtual |
virtual void gotoFrame |
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int |
frameIndex) | |
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protectedvirtual |
virtual bool isComplete |
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const |
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inlinevirtual |
virtual bool isPause |
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const |
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inlinevirtual |
virtual bool isPlaying |
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const |
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inlinevirtual |
virtual void play |
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int |
durationTo, |
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int |
durationTween, |
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int |
loop, |
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int |
tweenEasing |
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virtual |
Play animation by animation name.
- Parameters
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durationTo | The frames between two animation changing-over. It's meaning is changing to this animation need how many frames |
-1 : use the value from MovementData get from flash design panel
- Parameters
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durationTween | The frame count you want to play in the game. if _durationTween is 80, then the animation will played 80 frames in a loop |
-1 : use the value from MovementData get from flash design panel
- Parameters
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loop | Whether the animation is loop loop < 0 : use the value from MovementData get from flash design panel
loop = 0 : this animation is not loop
loop > 0 : this animation is loop
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tweenEasing | Tween easing is used for calculate easing effect TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
-1 : fade out
0 : line
1 : fade in
2 : fade in and out |
virtual void setIsComplete |
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bool |
complete) | |
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inlinevirtual |
virtual void setIsPause |
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bool |
pause) | |
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inlinevirtual |
virtual void setIsPlaying |
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bool |
playing) | |
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inlinevirtual |
virtual void setProcessScale |
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float |
processScale) | |
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inlinevirtual |
virtual void update |
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float |
dt) | |
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virtual |
You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on.
- Parameters
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The | duration since last update |
Reimplemented in ArmatureAnimation.
virtual void updateHandler |
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inlineprotectedvirtual |
Update(float dt) will call this handler, you can handle your logic here.
Reimplemented in ArmatureAnimation, and Tween.
The animation update speed.
Frame index it the time line.
Current frame this process arrived, this frame is tween frame.
Current percent this process arrived.
The durantion frame count will run.
Set and get whether the aniamtion is complete.
Set and get whether the aniamtion is pause.
Set and get whether the aniamtion is playing.
The animation whether or not loop.
Next frame this process need run to.
The documentation for this class was generated from the following file:
- /Users/cocos2d/MyWork/cocos2d-x-develop/cocos/editor-support/cocostudio/CCProcessBase.h