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[godot] In-editor docs.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineAnimation" inherits="SpineObjectWrapper" version="3.4">
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<brief_description>
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Stores a list of timelines to animate a skeleton's pose over time. The timelines can not be modified through GDScript.
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</brief_description>
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<description>
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Stores a list of timelines to animate a skeleton's pose over time. The timelines can not be modified through GDScript.
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</description>
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<tutorials>
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</tutorials>
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<argument index="6" name="blend" type="int" enum="SpineConstant.MixBlend" />
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<argument index="7" name="direction" type="int" enum="SpineConstant.MixDirection" />
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<description>
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Applies the animation's timelines to the specified skeleton.
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</description>
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</method>
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<method name="get_duration">
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<return type="float" />
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<description>
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The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
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used to know when it has completed and when it should loop back to the start.
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</description>
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</method>
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<method name="get_name">
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<return type="String" />
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<description>
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The animation's name, which is unique across all animations in the skeleton.
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</description>
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</method>
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<method name="get_timelines">
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<return type="Array" />
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<description>
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Returns the timlines making up this animation. Modifying the returned array has no effect on the animation.
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</description>
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</method>
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<method name="has_timeline">
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<return type="bool" />
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<argument index="0" name="ids" type="Array" />
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<description>
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Returns whether the animation has the timeline with the given [code]ids[/code].
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</description>
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</method>
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<method name="set_duration">
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<return type="void" />
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<argument index="0" name="duration" type="float" />
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<description>
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Sets the [code]duration[/code] of the timeline in seconds.
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</description>
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</method>
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</methods>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineAnimationState" inherits="Reference" version="3.4">
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<brief_description>
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
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multiple animations on top of each other (layering).
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</brief_description>
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<description>
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
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multiple animations on top of each other (layering). See [link]http://esotericsoftware.com/spine-applying-animations[/link] in the Spine Runtimes Guide.
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</description>
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<tutorials>
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</tutorials>
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<argument index="2" name="loop" type="bool" default="true" />
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<argument index="3" name="track_id" type="int" default="0" />
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<description>
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Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
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equivalent to calling [code]set_animation[/code].
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If [code]delay[/code] > 0, sets [code]TrackEntry.delay[/code]. If [code]delay[/code] <= 0, the delay set is the duration of the previous track entry
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minus any mix duration (from the [code]AnimationStateData[/code]) plus the specified [code]delay[/code] (ie the mix
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ends at ([code]delay[/code] >= 0) or before ([code]delay[/code] < 0) the previous track entry duration). If the
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previous entry is looping, its next loop completion is used instead of its duration.
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</description>
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</method>
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<method name="add_empty_animation">
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<argument index="1" name="mix_duration" type="float" />
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<argument index="2" name="delay" type="float" />
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<description>
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Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
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mix duration. If the track is empty, it is equivalent to calling
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[code]set_empty_animation()[/code]. See [code]set_empty_animation()[/code].
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If [code]delay[/code]> 0, sets the track entry's delay. If <= 0, the delay set is the duration of the previous track entry
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minus any mix duration plus the specified [code]delay[/code] (ie the mix ends at ([code]delay[/code] = 0) or
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before ([code]delay[/code] < 0) the previous track entry duration). If the previous entry is looping, its next
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loop completion is used instead of its duration.
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Returns a track entry to allow further customization of animation playback. References to the track entry must not be kept
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after the dispose event occurs.
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</description>
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</method>
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<method name="apply">
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<return type="bool" />
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<argument index="0" name="skeleton" type="SpineSkeleton" />
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<description>
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Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
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skeletons to pose them identically.
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Returns true if any animations were applied.
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</description>
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</method>
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<method name="clear_track">
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<return type="void" />
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<argument index="0" name="arg0" type="int" />
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<description>
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Removes all animations from the track, leaving skeletons in their current pose.
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It may be desired to use [code]set_empty_animation()[/code] to mix the skeletons back to the setup pose,
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rather than leaving them in their current pose.
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</description>
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</method>
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<method name="clear_tracks">
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<return type="void" />
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<description>
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Removes all animations from all tracks, leaving skeletons in their current pose.
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It may be desired to use [code]set_empty_animations()[/code] to mix the skeletons back to the setup pose,
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rather than leaving them in their current pose.
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</description>
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</method>
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<method name="disable_queue">
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<return type="void" />
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<description>
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Halts the emission of any animation state events.
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</description>
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</method>
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<method name="enable_queue">
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<return type="void" />
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<description>
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Resumes the emission of any animation state events.
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</description>
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</method>
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<method name="get_current">
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<return type="SpineTrackEntry" />
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<argument index="0" name="track_id" type="int" />
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<description>
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Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing.
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</description>
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</method>
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<method name="get_num_tracks">
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<return type="int" />
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<description>
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Returns the number of tracks (or the highest track index) on which an animation has been set previously.
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</description>
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</method>
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<method name="get_time_scale">
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<return type="float" />
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<description>
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Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
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or faster. Defaults to 1.
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</description>
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</method>
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<method name="set_animation">
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<argument index="1" name="loop" type="bool" default="true" />
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<argument index="2" name="track_id" type="int" default="0" />
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<description>
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Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
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applied to a skeleton, it is replaced (not mixed from).
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If [loop] is true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
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duration. In either case [code]TrackEntry.trackEnd[/code] determines when the track is cleared.
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Returns track entry to allow further customization of animation playback. References to the track entry must not be kept
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after the dispose event occurs.
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</description>
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</method>
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<method name="set_empty_animation">
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<argument index="0" name="track_id" type="int" />
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<argument index="1" name="mix_duration" type="float" />
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<description>
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Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
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mix duration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
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Mixing out is done by setting an empty animation with a mix duration using either [code]set_empty_animation()[/code],
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[code]set_empty_animations()[/code], or [code]add_empty_animation()[/code]. Mixing to an empty animation causes
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the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
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transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
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0 still mixes out over one frame.
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Mixing in is done by first setting an empty animation, then adding an animation using
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[code]add_animation()[/code]with the desired delay (an empty animation has a duration of 0) and on
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the returned track entry, set the mix duration. Mixing from an empty animation causes the new
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animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
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from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new
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animation.
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</description>
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</method>
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<method name="set_empty_animations">
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<return type="void" />
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<argument index="0" name="mix_duration" type="float" />
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<description>
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Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
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</description>
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</method>
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<method name="set_time_scale">
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<return type="void" />
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<argument index="0" name="time_scale" type="float" />
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<description>
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Sets the multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
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or faster. Defaults to 1.
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</description>
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</method>
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<method name="update">
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<return type="void" />
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<argument index="0" name="delta" type="float" default="0" />
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<description>
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Increments each track entry track time, setting queued animations as current if needed.
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</description>
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</method>
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</methods>
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