#include <CCDatas.h>
Public Member Functions | |
MovementBoneData () | |
~MovementBoneData (void) | |
virtual bool | init () |
void | addFrameData (FrameData *frameData) |
FrameData * | getFrameData (int index) |
![]() | |
Object () | |
Constructor. More... | |
virtual | ~Object () |
void | release () |
Release the ownership immediately. More... | |
void | retain () |
Retains the ownership. More... | |
Object * | autorelease () |
Release the ownership sometime soon automatically. More... | |
bool | isSingleReference () const |
Returns a boolean value that indicates whether there is only one reference to the object. More... | |
unsigned int | retainCount () const |
Returns the object's current reference count. More... | |
unsigned int | getReferenceCount () const |
virtual bool | isEqual (const Object *object) |
Returns a boolean value that indicates whether this object and a given object are equal. More... | |
virtual void | acceptVisitor (DataVisitor &visitor) |
virtual void | update (float dt) |
Static Public Member Functions | |
static MovementBoneData * | create (void) |
Public Attributes | |
float | delay |
float | scale |
movement delay percent, this value can produce a delay effect More... | |
float | duration |
scale this movement More... | |
std::string | name |
this Bone in this movement will last m_iDuration frames More... | |
cocos2d::Vector< FrameData * > | frameList |
bone name More... | |
![]() | |
unsigned int | _ID |
object id, ScriptSupport need public _ID More... | |
int | _luaID |
Lua reference id. More... | |
Additional Inherited Members | |
![]() | |
unsigned int | _referenceCount |
count of references More... | |
MovementBoneData | ( | ) |
~MovementBoneData | ( | void | ) |
void addFrameData | ( | FrameData * | frameData) |
|
inlinestatic |
FrameData* getFrameData | ( | int | index) |
|
virtual |
float delay |
float duration |
scale this movement
cocos2d::Vector<FrameData*> frameList |
bone name
std::string name |
this Bone in this movement will last m_iDuration frames
float scale |
movement delay percent, this value can produce a delay effect