/** * The MIT License (MIT) * * Copyright (c) 2012-2018 DragonBones team and other contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { BaseTexture } from "@pixi/core"; import { Sprite } from "@pixi/sprite"; import { WorldClock } from "../animation"; import { Armature, Slot } from "../armature"; import { BaseFactory, BuildArmaturePackage } from "../factory"; import { SlotData } from "../model"; import { DataParser } from "../parser"; import { PixiArmatureDisplay } from "./PixiArmatureDisplay"; import { PixiTextureAtlasData } from "./PixiTextureAtlasData"; interface BuildArmatureOptions { dragonBonesName?: string; skinName?: string; textureAtlasName?: string; clock?: WorldClock | null; throwOnError?: boolean; } /** * - The PixiJS factory. * @version DragonBones 3.0 * @language en_US */ /** * - PixiJS 工厂。 * @version DragonBones 3.0 * @language zh_CN */ export declare class PixiFactory extends BaseFactory { private static _dragonBonesInstance; private static _factory; static advanceTime(passedTime: number): void; /** * - A global factory instance that can be used directly. * @version DragonBones 4.7 * @language en_US */ /** * - 一个可以直接使用的全局工厂实例。 * @version DragonBones 4.7 * @language zh_CN */ static get factory(): PixiFactory; /** * - 一个获取全局工厂实例(单例)的方法, 和get factory相比, 优点是可以传参数。 * @version DragonBones 4.7 * @language zh_CN */ static newInstance(): PixiFactory; /** * @inheritDoc */ constructor(dataParser?: DataParser | null); protected _buildTextureAtlasData(textureAtlasData: PixiTextureAtlasData | null, textureAtlas: BaseTexture | null): PixiTextureAtlasData; protected _buildArmature(dataPackage: BuildArmaturePackage): Armature; protected _buildSlot(_dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; /** * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. * @param armatureName - The armature data name. * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) * @returns The armature display container. * @see dragonBones.IArmatureProxy * @see dragonBones.BaseFactory#buildArmature * @version DragonBones 4.5 * @example *
     *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
     * 
* @language en_US */ /** * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 * @param armatureName - 骨架数据名称。 * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) * @returns 骨架的显示容器。 * @see dragonBones.IArmatureProxy * @see dragonBones.BaseFactory#buildArmature * @version DragonBones 4.5 * @example *
     *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
     * 
* @language zh_CN */ buildArmatureDisplay(armatureName: string, options?: BuildArmatureOptions): PixiArmatureDisplay | null; /** * - Create the display object with the specified texture. * @param textureName - The texture data name. * @param textureAtlasName - The texture atlas data name (Of not set, all texture atlas data will be searched) * @version DragonBones 3.0 * @language en_US */ /** * - 创建带有指定贴图的显示对象。 * @param textureName - 贴图数据名称。 * @param textureAtlasName - 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) * @version DragonBones 3.0 * @language zh_CN */ getTextureDisplay(textureName: string, textureAtlasName?: string | null): Sprite | null; /** * - A global sound event manager. * Sound events can be listened to uniformly from the manager. * @version DragonBones 4.5 * @language en_US */ /** * - 全局声音事件管理器。 * 声音事件可以从该管理器统一侦听。 * @version DragonBones 4.5 * @language zh_CN */ get soundEventManager(): PixiArmatureDisplay; } export {};