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1 | 1 | /// <reference path="./spine.d.ts" /> |
| 2 | +/// <reference path="./SpinePlugin.d.ts" /> |
2 | 3 |
|
3 | | -declare class SpineGameObject { |
4 | | - constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean) |
| 4 | +declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit<Phaser.GameObjects.Components.ComputedSize, 'setSize'>, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { |
| 5 | + constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean); |
5 | 6 |
|
6 | | - alpha: number |
| 7 | + alpha: number; |
| 8 | + angle: integer; |
7 | 9 |
|
8 | | - readonly blendMode: number |
| 10 | + readonly blendMode: number; |
9 | 11 |
|
10 | | - blue: number |
11 | | - bounds: any |
12 | | - displayOriginX: number |
13 | | - displayOriginY: number |
14 | | - drawDebug: boolean |
15 | | - green: number |
16 | | - plugin: SpinePlugin |
17 | | - preMultipliedAlpha: boolean |
18 | | - red: number |
19 | | - root: spine.Bone |
| 12 | + blue: number; |
| 13 | + bounds: any; |
| 14 | + displayOriginX: number; |
| 15 | + displayOriginY: number; |
| 16 | + drawDebug: boolean; |
| 17 | + depth: number; |
| 18 | + displayWidth: number; |
| 19 | + displayHeight: number; |
| 20 | + flipX: boolean; |
| 21 | + flipY: boolean; |
| 22 | + green: number; |
| 23 | + height: number; |
| 24 | + plugin: SpinePlugin; |
| 25 | + preMultipliedAlpha: boolean; |
| 26 | + red: number; |
| 27 | + root: spine.Bone; |
| 28 | + rotation: number; |
| 29 | + scale: number; |
20 | 30 | scaleX: number |
21 | 31 | scaleY: number |
22 | | - skeleton: spine.Skeleton |
23 | | - skeletonData: spine.SkeletonData |
24 | | - state: spine.AnimationState |
25 | | - stateData: spine.AnimationStateData |
26 | | - timeScale: number |
| 32 | + scrollFactorX: number; |
| 33 | + scrollFactorY: number; |
| 34 | + skeleton: spine.Skeleton; |
| 35 | + skeletonData: spine.SkeletonData; |
| 36 | + // @ts-ignore - spine.AnimationState significantly different than GameObject.state |
| 37 | + state: spine.AnimationState; |
| 38 | + stateData: spine.AnimationStateData; |
| 39 | + timeScale: number; |
| 40 | + visible: boolean; |
| 41 | + x: number; |
| 42 | + y: number; |
| 43 | + z: number; |
| 44 | + w: number; |
| 45 | + width: number; |
27 | 46 |
|
28 | | - addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry |
29 | | - angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject |
30 | | - clearTrack(trackIndex: integer): SpineGameObject |
31 | | - clearTracks(): SpineGameObject |
32 | | - findAnimation(animationName: string): spine.Animation |
33 | | - findBone(boneName: string): spine.Bone |
34 | | - findBoneIndex(boneName: string): number |
35 | | - findEvent(eventDataName: string): spine.EventData |
36 | | - findIkConstraint(constraintName: string): spine.IkConstraintData |
37 | | - findPathConstraint(constraintName: string): spine.PathConstraintData |
38 | | - findPathConstraintIndex(constraintName: string): number |
39 | | - findSkin(skinName: string): spine.Skin |
40 | | - findSlot(slotName: string): spine.Slot |
41 | | - findSlotIndex(slotName: string): number |
42 | | - findTransformConstraint(constraintName: string): spine.TransformConstraintData |
43 | | - getAnimationList(): string[] |
44 | | - getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment |
45 | | - getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment |
46 | | - getBoneList(): string[] |
47 | | - getBounds(): any |
48 | | - getCurrentAnimation(trackIndex?: integer): spine.Animation |
49 | | - getRootBone(): spine.Bone |
50 | | - getSkinList(): string[] |
51 | | - getSlotList(): string[] |
52 | | - play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject |
| 47 | + addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry; |
| 48 | + angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject; |
| 49 | + clearTrack(trackIndex: integer): SpineGameObject; |
| 50 | + clearTracks(): SpineGameObject; |
| 51 | + findAnimation(animationName: string): spine.Animation; |
| 52 | + findBone(boneName: string): spine.Bone; |
| 53 | + findBoneIndex(boneName: string): number; |
| 54 | + findEvent(eventDataName: string): spine.EventData; |
| 55 | + findIkConstraint(constraintName: string): spine.IkConstraintData; |
| 56 | + findPathConstraint(constraintName: string): spine.PathConstraintData; |
| 57 | + findPathConstraintIndex(constraintName: string): number; |
| 58 | + findSkin(skinName: string): spine.Skin; |
| 59 | + findSlot(slotName: string): spine.Slot; |
| 60 | + findSlotIndex(slotName: string): number; |
| 61 | + findTransformConstraint(constraintName: string): spine.TransformConstraintData; |
| 62 | + getAnimationList(): string[]; |
| 63 | + getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment; |
| 64 | + getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment; |
| 65 | + getBoneList(): string[]; |
| 66 | + getBounds(): any; |
| 67 | + getCurrentAnimation(trackIndex?: integer): spine.Animation; |
| 68 | + getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; |
| 69 | + getParentRotation(): number; |
| 70 | + getRootBone(): spine.Bone; |
| 71 | + getSkinList(): string[]; |
| 72 | + getSlotList(): string[]; |
| 73 | + getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; |
| 74 | + play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject; |
53 | 75 |
|
54 | | - protected preUpdate(time: number, delta: number): void |
55 | | - protected preDestroy(): void |
| 76 | + protected preUpdate(time: number, delta: number): void; |
| 77 | + protected preDestroy(): void; |
56 | 78 |
|
57 | | - refresh(): SpineGameObject |
58 | | - setAlpha(value?: number): SpineGameObject |
59 | | - setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry |
60 | | - setAttachment(slotName: string, attachmentName: string): SpineGameObject |
61 | | - setBonesToSetupPose(): SpineGameObject |
62 | | - setColor(color?: integer, slotName?: string): SpineGameObject |
63 | | - setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry |
64 | | - setMix(fromName: string, toName: string, duration?: number): SpineGameObject |
65 | | - setOffset(offsetX?: number, offsetY?: number): SpineGameObject |
66 | | - setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject |
67 | | - setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject |
68 | | - setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject |
69 | | - setSkin(newSkin: spine.Skin): SpineGameObject |
70 | | - setSkinByName(skinName: string): SpineGameObject |
71 | | - setSlotsToSetupPose(): SpineGameObject |
72 | | - setToSetupPose(): SpineGameObject |
73 | | - updateSize(): SpineGameObject |
74 | | - willRender(): boolean |
| 79 | + refresh(): SpineGameObject; |
| 80 | + resetFlip(): this; |
| 81 | + setAlpha(value?: number): SpineGameObject; |
| 82 | + setAngle(degrees?: number): this; |
| 83 | + setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry; |
| 84 | + setAttachment(slotName: string, attachmentName: string): SpineGameObject; |
| 85 | + setBonesToSetupPose(): SpineGameObject; |
| 86 | + setColor(color?: integer, slotName?: string): SpineGameObject; |
| 87 | + setDepth(value: integer): this; |
| 88 | + setDisplaySize(width: number, height: number): this; |
| 89 | + setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry; |
| 90 | + setFlipX(value: boolean): this; |
| 91 | + setFlipY(value: boolean): this; |
| 92 | + setFlip(x: boolean, y: boolean): this; |
| 93 | + setMix(fromName: string, toName: string, duration?: number): SpineGameObject; |
| 94 | + setOffset(offsetX?: number, offsetY?: number): SpineGameObject; |
| 95 | + setPosition(x?: number, y?: number, z?: number, w?: number): this; |
| 96 | + setRandomPosition(x?: number, y?: number, width?: number, height?: number): this; |
| 97 | + setRotation(radians?: number): this; |
| 98 | + setScale(x: number, y?: number): this; |
| 99 | + setScrollFactor(x: number, y?: number): this; |
| 100 | + setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject; |
| 101 | + setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject; |
| 102 | + setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject; |
| 103 | + setSkin(newSkin: spine.Skin): SpineGameObject; |
| 104 | + setSkinByName(skinName: string): SpineGameObject; |
| 105 | + setSlotsToSetupPose(): SpineGameObject; |
| 106 | + setToSetupPose(): SpineGameObject; |
| 107 | + setVisible(value: boolean): this; |
| 108 | + setX(value?: number): this; |
| 109 | + setY(value?: number): this; |
| 110 | + setZ(value?: number): this; |
| 111 | + setW(value?: number): this; |
| 112 | + toggleFlipX(): this; |
| 113 | + toggleFlipY(): this; |
| 114 | + updateSize(): SpineGameObject; |
| 115 | + willRender(): boolean; |
75 | 116 | } |
76 | 117 |
|
77 | | -declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig |
78 | | -{ |
79 | | - key?: string |
80 | | - animationName?: string |
81 | | - loop?: boolean |
82 | | - skinName?: string |
83 | | - slotName?: string |
84 | | - attachmentName?: string |
| 118 | +declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig { |
| 119 | + key?: string; |
| 120 | + animationName?: string; |
| 121 | + loop?: boolean; |
| 122 | + skinName?: string; |
| 123 | + slotName?: string; |
| 124 | + attachmentName?: string; |
85 | 125 | } |
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