mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-25 19:28:28 +00:00
938 lines
21 KiB
TypeScript
938 lines
21 KiB
TypeScript
declare module cc {
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/**
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* Cocos Creator Enhance Kit 命名空间
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*/
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module sp {
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/**
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* 是否初始化完成
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*/
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const inited: boolean,
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/**
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* 版本号
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*/
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const version: string,
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/**
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* 最大纹理插槽数量
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*
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* 固定为 8
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*/
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const MAX_MULTITEXTURE_NUM: number;
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/**
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* 渲染组件是否默认自动切换至贴图关联的多纹理材质
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*/
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let autoSwitchMaterial: boolean;
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/**
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* 渲染组件是否默认参与动态合图
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*/
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let allowDynamicAtlas: boolean;
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/**
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* Label 组件是否默认启用渲染时进行缩放以适配高 DPI 屏幕
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*/
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let enableLabelRetina: boolean;
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/**
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* Label 组件渲染时进行缩放的缩放比例
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*/
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let labelRetinaScale: number;
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/**
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* Char 图集会进行自动多纹理合批的数量
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*/
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let charAtlasAutoBatchCount: number;
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/**
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* Char 图集是否在场景切换时清空
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*/
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let charAtlasAutoResetBeforeSceneLoad: boolean;
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/**
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* 内置的多纹理合批 Effect Asset
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*/
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const multi2dSpriteEffectAsset: cc.EffectAsset;
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/**
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* property index to name
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*/
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function propertyIndex2Name(index: number): string;
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/**
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* property name to index
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*/
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function propertyName2Index(name: string): number;
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/**
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* 多纹理 Material 管理类
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*/
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class MultiHandler {
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/**
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* 材质
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*/
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material: cc.Material;
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/**
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* Texture 数组
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*
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* 注意:不是 cc.Texture2D
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*/
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protected textures: any[];
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/**
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* 有空槽(缓存值,并不是完全正确,只是为了降低当材质没有空槽时避免数组遍历的性能消耗)
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*/
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protected hasEmptySlot: boolean;
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constructor(material?: cc.Material);
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/**
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* 同步 Material 的纹理插槽数据
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*
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* 当自行设置插槽可调用此函数同步 Material 上的插槽数据至 textures 数组
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*/
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syncTextures(): void;
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/**
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* 设置纹理插槽(提供 cc.Texture2D)
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*/
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setTexture(index: number, texture: cc.Texture2D): void;
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/**
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* 移除指定纹理
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*
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* 注意:不是 cc.Texture2D
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*/
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removeTexture(texture: any): void;
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/**
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* 纹理是否在插槽中
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*
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* 注意:不是 cc.Texture2D
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*/
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hasTexture(texture: any): boolean;
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/**
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* 获取纹理在插槽中的 Index,没有返回 -1
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*
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* 注意:不是 cc.Texture2D
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*/
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getIndex(texture: any): number;
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/**
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* 获取指定 index 中的纹理
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*
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* 注意:不是 cc.Texture2D
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*/
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getTexture(index: number): any;
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/**
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* 获取空插槽 Index,没有返回 -1
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*/
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getEmptyIndex(): number;
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/**
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* 自动设置纹理到空插槽,返回插槽下标,失败返回 -1(提供 cc.Texture2D)
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*/
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autoSetTexture(texture: cc.Texture2D): number;
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}
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/**
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* 多纹理合批管理器
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*/
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class MultiBatcher {
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/**
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* 多纹理材质管理器数组
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*/
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handlers: MultiHandler[];
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/**
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* 有空槽的材质
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*/
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nextHandler: MultiHandler;
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/**
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* 初始化
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*/
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init(): void;
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/**
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* 传入 cc.Texture2D,会关联并返回一个多纹理材质,如果已经有关联的材质则会返回已关联的材质
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*/
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requsetMaterial(texture: cc.Texture2D): cc.Material;
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/**
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* 重置多纹理材质数组,再次使用请先初始化
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*/
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reset(): void;
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}
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};
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namespace RenderComponent {
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export enum EnableType {
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/**
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* !#en Global.
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* !#zh 使用全局值
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* @property {Number} GLOBAL
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*/
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GLOBAL = 0,
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/**
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* !#en Enable.
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* !#zh 开启
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* @property {Number} ENABLE
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*/
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ENABLE = 1,
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/**
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* !#en Disable.
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* !#zh 关闭
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* @property {Number} DISABLE
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*/
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DISABLE = 2,
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}
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}
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interface RenderComponent {
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/**
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* `updateRenderData` 时是否需要更新使用的 Texture 在材质中的 Index
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*/
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_texIdDirty: boolean;
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/**
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* 使用的 Texture 在材质中的 Index
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*/
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_texId: number;
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/**
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* 更新 `_texId`(使用的 Texture 在材质中的 Index)
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*/
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_updateMultiTexId(material: cc.MaterialVariant, texture: cc.Texture2D);
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}
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interface Label {
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/**
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* 是否自动切换至贴图关联的材质
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*/
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autoSwitchMaterial: cc.RenderComponent.EnableType;
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/**
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* 是否参与动态合图
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*/
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allowDynamicAtlas: cc.RenderComponent.EnableType;
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/**
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* 是否启用渲染时进行缩放以适配高 DPI 屏幕
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*/
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enableRetina: cc.RenderComponent.EnableType;
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/**
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* 置渲染数据刷新脏标记
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*/
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setVertsDirty(): void;
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}
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namespace Label {
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/**
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* CHAR 缓存模式单图集类
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*/
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class LetterAtlas {
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/**
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* 所属图集管理器
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*/
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_atlases: cc.Label.LetterAtlases;
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/**
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* 图集纹理
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*/
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_texture: cc.RenderTexture;
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/**
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* 在管理器图集数组中的下标
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*/
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_id: number;
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/**
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* 渲染时用的临时变量
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*/
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_tmpId: number;
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/**
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* 废弃字符区域数组
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*/
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frees: cc.BitmapFont.FontLetterDefinition[];
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/**
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* 可能可以进行回收的字符区域数组
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*/
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waitCleans: cc.BitmapFont.FontLetterDefinition[];
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/**
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* 重置图集
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*/
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reset(): void;
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/**
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* 销毁
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*/
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destroy(): void;
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}
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/**
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* CHAR 缓存模式图集管理类
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*/
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class LetterAtlases {
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/**
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* 图集数组
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*/
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atlases: any[];
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/**
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* Char 多纹理材质
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*/
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material: cc.Material;
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/**
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* Fake MaterialVariant
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*/
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fakeMaterial: { material: cc.Material };
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/**
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* 抽象字体图集 cc.BitmapFont.FontAtlas
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*/
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_fontDefDictionary: any;
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/**
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* 使用该接口在显示字符前将字符打入 CHAR 图集
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*/
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getLetterDefinitionForChar(char: string, labelInfo: any): any;
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/**
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* 获取已存在的字符信息
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*/
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getLetter(key: string): cc.BitmapFont.FontLetterDefinition;
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/**
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* 从图集中删除字符
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*/
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deleteLetter(letter: cc.BitmapFont.FontLetterDefinition): void;
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/**
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* 重置所有图集
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*/
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reset(): void;
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/**
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* 销毁
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*/
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destroy(): void;
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}
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/**
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* CHAR 缓存模式图集管理器
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*/
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const _shareAtlas: LetterAtlases;
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}
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namespace BitmapFont {
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/**
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* Letter 信息类
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*/
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class FontLetterDefinition {
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u: number;
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v: number;
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w: number;
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h: number;
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offsetX: number;
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offsetY: number;
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textureID: number;
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valid: boolean;
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xAdvance: number;
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texture: cc.Texture2D;
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atlas: cc.Label.LetterAtlas;
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ref: number;
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_inCleans: boolean;
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_hash: string;
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_width: number;
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_height: number;
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}
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}
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interface Sprite {
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/**
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* 是否自动切换至贴图关联的材质
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*/
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autoSwitchMaterial: cc.RenderComponent.EnableType;
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/**
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* 是否参与动态合图
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*/
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allowDynamicAtlas: cc.RenderComponent.EnableType;
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/**
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* 置渲染数据刷新脏标记
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*/
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setVertsDirty(): void;
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}
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interface RichText {
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/**
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* 自定义内部使用的材质
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*/
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customMaterial: cc.Material;
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/**
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* 是否自动切换至贴图关联的材质
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*/
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autoSwitchMaterial: cc.RenderComponent.EnableType;
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/**
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* 是否参与动态合图
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*/
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allowDynamicAtlas: cc.RenderComponent.EnableType;
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/**
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* 是否启用渲染时进行缩放以适配高 DPI 屏幕
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*/
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enableRetina: cc.RenderComponent.EnableType;
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/**
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* 置渲染数据刷新脏标记
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*/
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setVertsDirty(): void;
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}
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interface MotionStreak {
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/**
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* 是否自动切换至贴图关联的材质
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*/
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autoSwitchMaterial: cc.RenderComponent.EnableType;
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/**
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* 检查并切换至纹理关联的材质
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*/
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_checkSwitchMaterial(): void;
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/**
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* 置渲染数据刷新脏标记
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*/
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setVertsDirty(): void;
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}
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interface Texture2D {
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/**
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* 关联的多纹理材质
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*/
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_multiMaterial: cc.Material;
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/**
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* 关联指定材质,返回是否成功
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*
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* @param material 材质
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* @param index 材质纹理插槽下标,默认自动寻找第一个空插槽
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*/
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linkMaterial(material: cc.Material, index?: number): boolean;
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/**
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* 取消已关联的材质
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*/
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unlinkMaterial(): void;
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/**
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* 获取已关联的材质
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*/
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getLinkedMaterial(): cc.Material;
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/**
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* 是否已关联材质
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*/
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hasLinkedMaterial(): boolean;
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}
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interface Material {
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/**
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* 所属 MultiHandler 实例
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*/
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_multiHandler?: cc.sp.MultiHandler;
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/**
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* 根据材质的 `USE_MULTI_TEXTURE` 宏来更新材质是否支持多纹理
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*/
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updateMultiSupport(): boolean;
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/**
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* 判断该材质是否有 MultiHandler 实例
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*/
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isMultiSupport(): boolean;
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/**
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* 设置该材质是否持有 MultiHandler 实例
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*/
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setMultiSupport(bool: boolean): void;
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/**
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* 获取 MultiHandler 实例
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*/
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getMultiHandler(): cc.sp.MultiHandler;
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}
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namespace DynamicAtlasManager {
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/**
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* 动态图集类
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*/
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class Atlas {
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/**
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* 当自由空间的某边长度不足该值则直接忽略该空间
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*/
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static ignoreRectSize: number;
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/**
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* 默认 Atlas
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*/
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static DEFAULT_HASH: string;
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/**
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* 宽度
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*/
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width: number;
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/**
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* 高度
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*/
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height: number;
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/**
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* 间距
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*/
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padding: number;
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/**
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* 边距
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*/
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border: number;
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/**
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* 根矩形
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*/
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rootRect: Rect;
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/**
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* 自由空间
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*/
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freeRects: Rect[];
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/**
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* 已使用数量
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*/
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_count: number;
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/**
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* cc.RenderTexture
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*/
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_texture: cc.RenderTexture;
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/**
|
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* texture update dirty
|
||
*/
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_dirty: boolean;
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constructor(width: number, height: number, padding?: number, border?: number);
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/**
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* push to free rects
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*/
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protected pushFreeRect(rect: Rect): void;
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/**
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* faster remove from free rects
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*/
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protected removeFreeRect(index: number): void;
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/**
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* change member from free rects
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*/
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protected replaceFreeRect(index: number, rect: Rect): void;
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/**
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* 插入 SpriteFrame
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*/
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insertSpriteFrame(spriteFrame: cc.SpriteFrame): { x: number, y: number, texture: cc.Texture2D };
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|
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/**
|
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* 删除精灵帧
|
||
*/
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deleteSpriteFrame(texture: cc.Texture2D, frame: cc.SpriteFrame): boolean;
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/**
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* 删除子矩形
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*/
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deleteInnerRect(rect: Rect): void;
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/**
|
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* 删除贴图
|
||
*/
|
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deleteInnerTexture(texture: cc.Texture2D): boolean;
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||
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/**
|
||
* 是否未使用
|
||
*/
|
||
isEmpty(): boolean;
|
||
|
||
|
||
/**
|
||
* 清空
|
||
*/
|
||
reset(): void;
|
||
|
||
|
||
/**
|
||
* 销毁
|
||
*/
|
||
destroy(): void;
|
||
|
||
}
|
||
|
||
/**
|
||
* 动态图集的子矩形空间类
|
||
*/
|
||
class Rect {
|
||
|
||
/**
|
||
* 复用
|
||
*/
|
||
static reuse(atlas: Atlas, width: number, height: number, x: number, y: number): cc.DynamicAtlasManager.Rect;
|
||
|
||
/**
|
||
* 回收
|
||
*/
|
||
static recycle(rect: Rect): void;
|
||
|
||
/**
|
||
* 所属 Atlas
|
||
*/
|
||
atlas: Atlas;
|
||
|
||
/**
|
||
* 宽度
|
||
*/
|
||
width: number;
|
||
|
||
/**
|
||
* 高度
|
||
*/
|
||
height: number;
|
||
|
||
/**
|
||
* 横坐标
|
||
*/
|
||
x: number;
|
||
|
||
/**
|
||
* 纵坐标
|
||
*/
|
||
y: number;
|
||
|
||
/**
|
||
* 在 freeRects 中的下标
|
||
*/
|
||
cacheIndex: number;
|
||
|
||
/**
|
||
* cc.Texture2D UUID
|
||
*/
|
||
uuid: string;
|
||
|
||
/**
|
||
* 使用该贴图的精灵帧数组
|
||
*/
|
||
spriteFrames: cc.SpriteFrame[] = [];
|
||
|
||
/**
|
||
* 父矩形
|
||
*/
|
||
parentRect: Rect | undefined;
|
||
|
||
/**
|
||
* 子矩形之一
|
||
*/
|
||
subRectA: Rect | undefined;
|
||
|
||
/**
|
||
* 子矩形之一
|
||
*/
|
||
subRectB: Rect | undefined;
|
||
|
||
/**
|
||
* 子矩形之一
|
||
*/
|
||
subRectC: Rect | undefined;
|
||
|
||
/**
|
||
* 子矩形或自身计数
|
||
*/
|
||
used: number;
|
||
|
||
/**
|
||
* 像素数
|
||
*/
|
||
readonly sizes: number;
|
||
|
||
|
||
constructor(atlas: Atlas, width: number, height: number, x: number, y: number);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
interface DynamicAtlasManager {
|
||
|
||
/**
|
||
* !#en Is enable autoMultiBatch.
|
||
* !#zh 是否开启自动多纹理合批
|
||
* @property autoMultiBatch
|
||
* @type {Boolean}
|
||
*/
|
||
autoMultiBatch: boolean;
|
||
|
||
/**
|
||
* !#en Is enable autoResetBeforeSceneLoad.
|
||
* !#zh 是否在场景切换时清空所有图集
|
||
* @property autoResetBeforeSceneLoad
|
||
* @type {Boolean}
|
||
*/
|
||
autoResetBeforeSceneLoad: boolean;
|
||
|
||
/**
|
||
* 图集数组
|
||
*/
|
||
atlases: cc.DynamicAtlasManager.Atlas[];
|
||
|
||
/**
|
||
* 已用空间集合 <`texture._uuid`, Rect>
|
||
*/
|
||
rects: Record<string, cc.DynamicAtlasManager.Rect>;
|
||
|
||
/**
|
||
* !#en Delete a sprite frame from the dynamic atlas.
|
||
* !#zh 使精灵帧取消使用动态图集
|
||
* @method deleteSpriteFrame
|
||
* @param {SpriteFrame} spriteFrame
|
||
*/
|
||
deleteSpriteFrame(spriteFrame: cc.SpriteFrame): void;
|
||
|
||
/**
|
||
* !#en Delete a texture from the dynamic atlas.
|
||
* !#zh 从动态图集删除该贴图,使用该贴图的精灵帧会被还原
|
||
* @method deleteTexture
|
||
* @param {Texture2D} texture
|
||
*/
|
||
deleteTexture(texture: cc.Texture2D): void;
|
||
|
||
}
|
||
|
||
|
||
|
||
}
|
||
|
||
declare namespace cc.AssetManager {
|
||
interface CacheManager {
|
||
/**
|
||
!#en
|
||
Get temporary path with origin url, this method only works on mini-game platforms
|
||
|
||
Use 'getTempAsync' if multithreading is enabled.
|
||
|
||
!#zh
|
||
通过原始 url 获取临时文件的路径,此方法只在小游戏平台有效
|
||
|
||
如果启用了多线程特性,请使用 `getTempAsync`.
|
||
@param originUrl originUrl
|
||
*/
|
||
getTemp(originUrl: string): string;
|
||
/**
|
||
!#en
|
||
Get temporary path with origin url, this method only works on mini-game platforms
|
||
|
||
!#zh
|
||
通过原始 url 获取临时文件的路径,此方法只在小游戏平台有效
|
||
@param originUrl originUrl
|
||
@param callback 回调函数,参数是返回的路径
|
||
*/
|
||
getTempAsync(originUrl: string, callback: (path: string) => void): void;
|
||
}
|
||
}
|
||
|
||
declare module sp {
|
||
|
||
/**
|
||
* Spine Attachment 的 Region 数据
|
||
*/
|
||
class RegionData {
|
||
|
||
/**
|
||
* 根据当前 `x` `y` `width` `height` `texture` 更新 uv 数据
|
||
*/
|
||
static updateUV(region: RegionData | spine.TextureAtlasRegion): void;
|
||
|
||
x: number;
|
||
y: number;
|
||
degrees: number;
|
||
texture2D: cc.Texture2D;
|
||
texture: any;
|
||
u: number;
|
||
v: number;
|
||
u2: number;
|
||
v2: number;
|
||
width: number;
|
||
height: number;
|
||
rotate: boolean;
|
||
offsetX: number;
|
||
offsetY: number;
|
||
originalWidth: number;
|
||
originalHeight: number;
|
||
|
||
constructor(attachmentOrSpriteFrame?: spine.Attachment | cc.SpriteFrame);
|
||
|
||
/**
|
||
* 使用 SpriteFrame 的数据初始化 RegionData
|
||
*/
|
||
initWithSpriteFrame(spriteFrame: cc.SpriteFrame): void;
|
||
|
||
/**
|
||
* 使用 Attachment 的数据初始化 RegionData
|
||
*/
|
||
initWithAttachment(attachment: spine.Attachment): void;
|
||
|
||
/**
|
||
* 根据当前 `x` `y` `width` `height` `texture` 更新 uv 数据
|
||
*/
|
||
updateUV(): void;
|
||
|
||
/**
|
||
* 使用 PackedFrame 对象更新 RegionData
|
||
*/
|
||
updateWithPackedFrame(packedFrame: any): void;
|
||
|
||
/**
|
||
* 使用 Texture2D 对象更新 RegionData
|
||
*/
|
||
updateWithTexture2D(texture2d: cc.Texture2D): void;
|
||
|
||
/**
|
||
* 转为 SpriteFrame
|
||
*
|
||
* 注意:SpriteFrame 只支持两个旋转角度,如果 region 的旋转角度不是 270 或 0 度,则不能完美转换。
|
||
*
|
||
* @param strict 严格模式,开启时如果无法完美转换则返回 `null`,默认 `false`
|
||
*/
|
||
toSpriteFrame(strict?: boolean): cc.SpriteFrame;
|
||
|
||
/**
|
||
* 将数据更新到 Attachment
|
||
*
|
||
* @param strict 严格模式,是否确保数据被同步,默认开启
|
||
* @param resetDynamicAtlas 如果正在使用动态图集,则先还原,默认开启
|
||
*/
|
||
assignToAttachment(attachment: spine.Attachment, strict?: boolean, resetDynamicAtlas?: boolean): void;
|
||
|
||
}
|
||
|
||
interface SkeletonData {
|
||
|
||
/**
|
||
* 克隆该 SkeletonData
|
||
*
|
||
* 注意:将会克隆原始数据而不是运行时数据
|
||
*/
|
||
clone(): SkeletonData;
|
||
|
||
}
|
||
|
||
interface Skeleton {
|
||
|
||
/**
|
||
* 是否自动切换至贴图关联的材质
|
||
*/
|
||
autoSwitchMaterial: cc.RenderComponent.EnableType;
|
||
|
||
/**
|
||
* 参与动态合图
|
||
*/
|
||
allowDynamicAtlas: cc.RenderComponent.EnableType;
|
||
|
||
/**
|
||
* 通过 slot 和 attachment 的名称获取 attachment 上的 region 数据。Skeleton 优先查找它的皮肤,然后才是 Skeleton Data 中默认的皮肤。
|
||
*/
|
||
getRegionData(slotName: string, attachmentName: string): sp.RegionData | null;
|
||
|
||
/**
|
||
* 通过 slot 和 attachment 的名称设置 attachment 上的 region 数据。Skeleton 优先查找它的皮肤,然后才是 Skeleton Data 中默认的皮肤。
|
||
*/
|
||
setRegionData(slotName: string, attachmentName: string, region: sp.RegionData): boolean;
|
||
|
||
/**
|
||
* 置渲染数据刷新脏标记
|
||
*/
|
||
setVertsDirty(): void;
|
||
|
||
}
|
||
|
||
}
|
||
|