diff --git a/spine-ts/spine-webgl/example/canvas6.html b/spine-ts/spine-webgl/example/canvas6.html index 9ff0348eb..3b8f2eb34 100644 --- a/spine-ts/spine-webgl/example/canvas6.html +++ b/spine-ts/spine-webgl/example/canvas6.html @@ -1456,7 +1456,143 @@ skins.forEach((skin, i) => { ///////////////////// --> + +
update, and the skeleton apply and the skeleton updateWorldTransform functions are not invoked when the widget is off screen.
+ offscreen=update.
+ offscreen=pose.
+ update property of the widget.
+ In that it's your responsibility to skip the update/apply. You can use the onScreen property for convinience.
+
+
+
+ update, and the skeleton apply and the skeleton updateWorldTransform functions are not invoked when the widget is off screen.
+ offscreen=update.
+ offscreen=pose.
+
+
+
+ <spine-widget> tag allows you to place your Spine animations into a web page.
+
+
+
+ fit attribute.
+ fit="fill". Default fit value is fit="contain".
+ fit="none".
+ In combination with that, you can use the scale attribute to choose you desired scale.
+ fitWidth, fitWidth, fitHeight, cover,and scaleDown.
+
+
+
+ width and height in pixels (without the px unit).
+
+
+
+ origin center the animation world origin with the center of the HTML element.
+ x-axis and y-axis respectively.
+
+
+
+ offset-x and offset-y to move you skeleton left or right by the pixel amount you specify.
+
+
+
+ identifier to your widget to get it by using the spine.getSpineWidget function.
+ You can easily access the Skeleton and the AnimationState of your character, and use them as if you were using spine-webgl.
+
+
+
+ inside mode, but not in origin mode.
+
+
+
+ debug to true.
+
+
+
+ spinner="false".
+
+
+
+ skin and animation attributes.
+
+
+
+ pages the atlas pages you want to load as a comma concatenated list of indices.
+
+
+
+ spine.createSpineWidget allows you to create a spine widget.
+ manual-start="false".
+ Then it's your responsibility to call start() on the widget.
+ As usual, just wait on the loadingPromise to act on the skeleton or state.
+
+
+
+ onScreenFunction is invoked.
+ start the first time the widget enters the viewport.
+ That useful in combination with manual-start="true to load assets only when they are into the viewport.
+
+
+
+ pages="".
+
+
+
+ update, and the skeleton apply and the skeleton updateWorldTransform functions are not invoked when the widget is off screen.
+ offscreen=update.
+ offscreen=pose.
+ update property of the widget.
+ In that it's your responsibility to skip the update/apply. You can use the onScreen property for convinience.
+
+
+
+ draggable property to true.
+
+
+
+