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common web developer tool box.

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/** !#en The main namespace of Cocos2d-JS, all engine core classes, functions, properties and constants are defined in this namespace. !#zh Cocos 引擎的主要命名空间,引擎代码中所有的类,函数,属性和常量都在这个命名空间中定义。 */ declare namespace cc { /** The current version of Cocos2d being used.<br/> Please DO NOT remove this String, it is an important flag for bug tracking.<br/> If you post a bug to forum, please attach this flag. */ var ENGINE_VERSION: string; /** !#en Creates the speed action which changes the speed of an action, making it take longer (speed > 1) or less (speed < 1) time. <br/> Useful to simulate 'slow motion' or 'fast forward' effect. !#zh 修改目标动作的速率。 @param action action @param speed speed @example ```js // change the target action speed; var action = cc.scaleTo(0.2, 1, 0.6); var newAction = cc.speed(action, 0.5); ``` */ function speed(action: ActionInterval, speed: number): Action; /** !#en Create a follow action which makes its target follows another node. !#zh 追踪目标节点的位置。 @param followedNode followedNode @param rect rect @example ```js // example // creates the action with a set boundary var followAction = cc.follow(targetNode, cc.rect(0, 0, screenWidth * 2 - 100, screenHeight)); node.runAction(followAction); // creates the action with no boundary set var followAction = cc.follow(targetNode); node.runAction(followAction); ``` */ function follow(followedNode: Node, rect: Rect): Action; /** Points setter @param points points */ function setPoints(points: any[]): void; /** !#en Creates an action with a Cardinal Spline array of points and tension. !#zh 按基数样条曲线轨迹移动到目标位置。 @param duration duration @param points array of control points @param tension tension @example ```js //create a cc.CardinalSplineTo var action1 = cc.cardinalSplineTo(3, array, 0); ``` */ function cardinalSplineTo(duration: number, points: any[], tension: number): ActionInterval; /** update position of target @param newPos newPos */ function updatePosition(newPos: Vec2): void; /** !#en Creates an action with a Cardinal Spline array of points and tension. !#zh 按基数样条曲线轨迹移动指定的距离。 @param duration duration @param points points @param tension tension */ function cardinalSplineBy(duration: number, points: any[], tension: number): ActionInterval; /** !#en Creates an action with a Cardinal Spline array of points and tension. !#zh 按 Catmull Rom 样条曲线轨迹移动到目标位置。 @param dt dt @param points points @example ```js var action1 = cc.catmullRomTo(3, array); ``` */ function catmullRomTo(dt: number, points: any[]): ActionInterval; /** !#en Creates an action with a Cardinal Spline array of points and tension. !#zh 按 Catmull Rom 样条曲线轨迹移动指定的距离。 @param dt dt @param points points @example ```js var action1 = cc.catmullRomBy(3, array); ``` */ function catmullRomBy(dt: number, points: any[]): ActionInterval; /** !#en Creates the action easing object with the rate parameter. <br /> From slow to fast. !#zh 创建 easeIn 缓动对象,由慢到快。 @param rate rate @example ```js action.easing(cc.easeIn(3.0)); ``` */ function easeIn(rate: number): any; /** !#en Creates the action easing object with the rate parameter. <br /> From fast to slow. !#zh 创建 easeOut 缓动对象,由快到慢。 @param rate rate @example ```js action.easing(cc.easeOut(3.0)); ``` */ function easeOut(rate: number): any; /** !#en Creates the action easing object with the rate parameter. <br /> Slow to fast then to slow. !#zh 创建 easeInOut 缓动对象,慢到快,然后慢。 @param rate rate @example ```js action.easing(cc.easeInOut(3.0)); ``` */ function easeInOut(rate: number): any; /** !#en Creates the action easing object with the rate parameter. <br /> Reference easeInExpo: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeExponentialIn 缓动对象。<br /> EaseExponentialIn 是按指数函数缓动进入的动作。<br /> 参考 easeInExpo:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeExponentialIn()); ``` */ function easeExponentialIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutExpo: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeExponentialOut 缓动对象。<br /> EaseExponentialOut 是按指数函数缓动退出的动作。<br /> 参考 easeOutExpo:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeExponentialOut()); ``` */ function easeExponentialOut(): any; /** !#en Creates an EaseExponentialInOut action easing object. <br /> Reference easeInOutExpo: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeExponentialInOut 缓动对象。<br /> EaseExponentialInOut 是按指数函数缓动进入并退出的动作。<br /> 参考 easeInOutExpo:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeExponentialInOut()); ``` */ function easeExponentialInOut(): any; /** !#en Creates an EaseSineIn action. <br /> Reference easeInSine: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 EaseSineIn 缓动对象。<br /> EaseSineIn 是按正弦函数缓动进入的动作。<br /> 参考 easeInSine:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeSineIn()); ``` */ function easeSineIn(): any; /** !#en Creates an EaseSineOut action easing object. <br /> Reference easeOutSine: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 EaseSineOut 缓动对象。<br /> EaseSineIn 是按正弦函数缓动退出的动作。<br /> 参考 easeOutSine:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeSineOut()); ``` */ function easeSineOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutSine: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeSineInOut 缓动对象。<br /> EaseSineIn 是按正弦函数缓动进入并退出的动作。<br /> 参考 easeInOutSine:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js action.easing(cc.easeSineInOut()); ``` */ function easeSineInOut(): any; /** !#en Creates the action easing object with the period in radians (default is 0.3). <br /> Reference easeInElastic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeElasticIn 缓动对象。<br /> EaseElasticIn 是按弹性曲线缓动进入的动作。<br /> 参数 easeInElastic:http://www.zhihu.com/question/21981571/answer/19925418 @param period period @example ```js // example action.easing(cc.easeElasticIn(3.0)); ``` */ function easeElasticIn(period: number): any; /** !#en Creates the action easing object with the period in radians (default is 0.3). <br /> Reference easeOutElastic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeElasticOut 缓动对象。<br /> EaseElasticOut 是按弹性曲线缓动退出的动作。<br /> 参考 easeOutElastic:http://www.zhihu.com/question/21981571/answer/19925418 @param period period @example ```js // example action.easing(cc.easeElasticOut(3.0)); ``` */ function easeElasticOut(period: number): any; /** !#en Creates the action easing object with the period in radians (default is 0.3). <br /> Reference easeInOutElastic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeElasticInOut 缓动对象。<br /> EaseElasticInOut 是按弹性曲线缓动进入并退出的动作。<br /> 参考 easeInOutElastic:http://www.zhihu.com/question/21981571/answer/19925418 @param period period @example ```js // example action.easing(cc.easeElasticInOut(3.0)); ``` */ function easeElasticInOut(period: number): any; /** !#en Creates the action easing object. <br /> Eased bounce effect at the beginning. !#zh 创建 easeBounceIn 缓动对象。<br /> EaseBounceIn 是按弹跳动作缓动进入的动作。 @example ```js // example action.easing(cc.easeBounceIn()); ``` */ function easeBounceIn(): any; /** !#en Creates the action easing object. <br /> Eased bounce effect at the ending. !#zh 创建 easeBounceOut 缓动对象。<br /> EaseBounceOut 是按弹跳动作缓动退出的动作。 @example ```js // example action.easing(cc.easeBounceOut()); ``` */ function easeBounceOut(): any; /** !#en Creates the action easing object. <br /> Eased bounce effect at the begining and ending. !#zh 创建 easeBounceInOut 缓动对象。<br /> EaseBounceInOut 是按弹跳动作缓动进入并退出的动作。 @example ```js // example action.easing(cc.easeBounceInOut()); ``` */ function easeBounceInOut(): any; /** !#en Creates the action easing object. <br /> In the opposite direction to move slowly, and then accelerated to the right direction. !#zh 创建 easeBackIn 缓动对象。<br /> easeBackIn 是在相反的方向缓慢移动,然后加速到正确的方向。<br /> @example ```js // example action.easing(cc.easeBackIn()); ``` */ function easeBackIn(): any; /** !#en Creates the action easing object. <br /> Fast moving more than the finish, and then slowly back to the finish. !#zh 创建 easeBackOut 缓动对象。<br /> easeBackOut 快速移动超出目标,然后慢慢回到目标点。 @example ```js // example action.easing(cc.easeBackOut()); ``` */ function easeBackOut(): any; /** !#en Creates the action easing object. <br /> Begining of cc.EaseBackIn. Ending of cc.EaseBackOut. !#zh 创建 easeBackInOut 缓动对象。<br /> @example ```js // example action.easing(cc.easeBackInOut()); ``` */ function easeBackInOut(): any; /** !#en Creates the action easing object. <br /> Into the 4 reference point. <br /> To calculate the motion curve. !#zh 创建 easeBezierAction 缓动对象。<br /> EaseBezierAction 是按贝塞尔曲线缓动的动作。 @param p0 The first bezier parameter @param p1 The second bezier parameter @param p2 The third bezier parameter @param p3 The fourth bezier parameter @example ```js // example action.easing(cc.easeBezierAction(0.5, 0.5, 1.0, 1.0)); ``` */ function easeBezierAction(p0: number, p1: number, p2: number, p3: number): any; /** !#en Creates the action easing object. <br /> Reference easeInQuad: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuadraticActionIn 缓动对象。<br /> EaseQuadraticIn是按二次函数缓动进入的动作。<br /> 参考 easeInQuad:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuadraticActionIn()); ``` */ function easeQuadraticActionIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutQuad: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuadraticActionOut 缓动对象。<br /> EaseQuadraticOut 是按二次函数缓动退出的动作。<br /> 参考 easeOutQuad:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuadraticActionOut()); ``` */ function easeQuadraticActionOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutQuad: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuadraticActionInOut 缓动对象。<br /> EaseQuadraticInOut 是按二次函数缓动进入并退出的动作。<br /> 参考 easeInOutQuad:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuadraticActionInOut()); ``` */ function easeQuadraticActionInOut(): any; /** !#en Creates the action easing object. <br /> Reference easeIntQuart: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuarticActionIn 缓动对象。<br /> EaseQuarticIn 是按四次函数缓动进入的动作。<br /> 参考 easeIntQuart:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuarticActionIn()); ``` */ function easeQuarticActionIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutQuart: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuarticActionOut 缓动对象。<br /> EaseQuarticOut 是按四次函数缓动退出的动作。<br /> 参考 easeOutQuart:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.QuarticActionOut()); ``` */ function easeQuarticActionOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutQuart: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuarticActionInOut 缓动对象。<br /> EaseQuarticInOut 是按四次函数缓动进入并退出的动作。<br /> 参考 easeInOutQuart:http://www.zhihu.com/question/21981571/answer/19925418 */ function easeQuarticActionInOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInQuint: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuinticActionIn 缓动对象。<br /> EaseQuinticIn 是按五次函数缓动进的动作。<br /> 参考 easeInQuint:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuinticActionIn()); ``` */ function easeQuinticActionIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutQuint: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuinticActionOut 缓动对象。<br /> EaseQuinticOut 是按五次函数缓动退出的动作 参考 easeOutQuint:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuadraticActionOut()); ``` */ function easeQuinticActionOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutQuint: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeQuinticActionInOut 缓动对象。<br /> EaseQuinticInOut是按五次函数缓动进入并退出的动作。<br /> 参考 easeInOutQuint:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeQuinticActionInOut()); ``` */ function easeQuinticActionInOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInCirc: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCircleActionIn 缓动对象。<br /> EaseCircleIn是按圆形曲线缓动进入的动作。<br /> 参考 easeInCirc:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeCircleActionIn()); ``` */ function easeCircleActionIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutCirc: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCircleActionOut 缓动对象。<br /> EaseCircleOut是按圆形曲线缓动退出的动作。<br /> 参考 easeOutCirc:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example actioneasing(cc.easeCircleActionOut()); ``` */ function easeCircleActionOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutCirc: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCircleActionInOut 缓动对象。<br /> EaseCircleInOut 是按圆形曲线缓动进入并退出的动作。<br /> 参考 easeInOutCirc:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeCircleActionInOut()); ``` */ function easeCircleActionInOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInCubic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCubicActionIn 缓动对象。<br /> EaseCubicIn 是按三次函数缓动进入的动作。<br /> 参考 easeInCubic:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeCubicActionIn()); ``` */ function easeCubicActionIn(): any; /** !#en Creates the action easing object. <br /> Reference easeOutCubic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCubicActionOut 缓动对象。<br /> EaseCubicOut 是按三次函数缓动退出的动作。<br /> 参考 easeOutCubic:http://www.zhihu.com/question/21981571/answer/19925418 @example ```js //example action.easing(cc.easeCubicActionOut()); ``` */ function easeCubicActionOut(): any; /** !#en Creates the action easing object. <br /> Reference easeInOutCubic: <br /> http://www.zhihu.com/question/21981571/answer/19925418 !#zh 创建 easeCubicActionInOut 缓动对象。<br /> EaseCubicInOut是按三次函数缓动进入并退出的动作。<br /> 参考 easeInOutCubic:http://www.zhihu.com/question/21981571/answer/19925418 */ function easeCubicActionInOut(): any; /** !#en Show the Node. !#zh 立即显示。 @example ```js // example var showAction = cc.show(); ``` */ function show(): ActionInstant; /** !#en Hide the node. !#zh 立即隐藏。 @example ```js // example var hideAction = cc.hide(); ``` */ function hide(): ActionInstant; /** !#en Toggles the visibility of a node. !#zh 显隐状态切换。 @example ```js // example var toggleVisibilityAction = cc.toggleVisibility(); ``` */ function toggleVisibility(): ActionInstant; /** !#en Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing. !#zh 从父节点移除自身。 @param isNeedCleanUp isNeedCleanUp @example ```js // example var removeSelfAction = cc.removeSelf(); ``` */ function removeSelf(isNeedCleanUp?: boolean): ActionInstant; /** !#en Destroy self !#zh 创建一个销毁自身的动作。 @example ```js var destroySelfAction = cc.destroySelf(); ``` */ function destroySelf(): ActionInstant; /** !#en Create a FlipX action to flip or unflip the target. !#zh X轴翻转。 @param flip Indicate whether the target should be flipped or not @example ```js var flipXAction = cc.flipX(true); ``` */ function flipX(flip: boolean): ActionInstant; /** !#en Create a FlipY action to flip or unflip the target. !#zh Y轴翻转。 @param flip flip @example ```js var flipYAction = cc.flipY(true); ``` */ function flipY(flip: boolean): ActionInstant; /** !#en Creates a Place action with a position. !#zh 放置在目标位置。 @param pos pos @param y y @example ```js // example var placeAction = cc.place(cc.v2(200, 200)); var placeAction = cc.place(200, 200); ``` */ function place(pos: Vec2 | number, y?: number): ActionInstant; /** !#en Creates the action with the callback. !#zh 执行回调函数。 @param selector selector @param selectorTarget selectorTarget @param data data for function, it accepts all data types. @example ```js // example // CallFunc without data var finish = cc.callFunc(this.removeSprite, this); // CallFunc with data var finish = cc.callFunc(this.removeFromParentAndCleanup, this._grossini, true); ``` */ function callFunc(selector: Function, selectorTarget?: any, data?: any): ActionInstant; /** !#en Helper constructor to create an array of sequenceable actions The created action will run actions sequentially, one after another. !#zh 顺序执行动作,创建的动作将按顺序依次运行。 @param actionOrActionArray actionOrActionArray @param tempArray tempArray @example ```js // example // create sequence with actions var seq = cc.sequence(act1, act2); // create sequence with array var seq = cc.sequence(actArray); ``` */ function sequence(actionOrActionArray: FiniteTimeAction | FiniteTimeAction[], ...tempArray: FiniteTimeAction[]): ActionInterval; /** !#en Creates a Repeat action. Times is an unsigned integer between 1 and pow(2,30) !#zh 重复动作,可以按一定次数重复一个动,如果想永远重复一个动作请使用 repeatForever 动作来完成。 @param action action @param times times @example ```js // example var rep = cc.repeat(cc.sequence(jump2, jump1), 5); ``` */ function repeat(action: FiniteTimeAction, times: number): ActionInterval; /** !#en Create a acton which repeat forever, as it runs forever, it can't be added into cc.sequence and cc.spawn. !#zh 永远地重复一个动作,有限次数内重复一个动作请使用 repeat 动作,由于这个动作不会停止,所以不能被添加到 cc.sequence 或 cc.spawn 中。 @param action action @example ```js // example var repeat = cc.repeatForever(cc.rotateBy(1.0, 360)); ``` */ function repeatForever(action: FiniteTimeAction): ActionInterval; /** !#en Create a spawn action which runs several actions in parallel. !#zh 同步执行动作,同步执行一组动作。 @param actionOrActionArray actionOrActionArray @param tempArray tempArray @example ```js // example var action = cc.spawn(cc.jumpBy(2, cc.v2(300, 0), 50, 4), cc.rotateBy(2, 720)); todo:It should be the direct use new ``` */ function spawn(actionOrActionArray: FiniteTimeAction | FiniteTimeAction[], ...tempArray: FiniteTimeAction[]): FiniteTimeAction; /** !#en Rotates a Node object to a certain angle by modifying its angle property. <br/> The direction will be decided by the shortest angle. !#zh 旋转到目标角度,通过逐帧修改它的 angle 属性,旋转方向将由最短的角度决定。 @param duration duration in seconds @param dstAngle dstAngle in degrees. @example ```js // example var rotateTo = cc.rotateTo(2, 61.0); ``` */ function rotateTo(duration: number, dstAngle: number): ActionInterval; /** !#en Rotates a Node object clockwise a number of degrees by modifying its angle property. Relative to its properties to modify. !#zh 旋转指定的角度。 @param duration duration in seconds @param deltaAngle deltaAngle in degrees @example ```js // example var actionBy = cc.rotateBy(2, 360); ``` */ function rotateBy(duration: number, deltaAngle: number): ActionInterval; /** !#en Moves a Node object x,y pixels by modifying its position property. <br/> x and y are relative to the position of the object. <br/> Several MoveBy actions can be concurrently called, and the resulting <br/> movement will be the sum of individual movements. !#zh 移动指定的距离。 @param duration duration in seconds @param deltaPos deltaPos @param deltaY deltaY @example ```js // example var actionTo = cc.moveBy(2, cc.v2(windowSize.width - 40, windowSize.height - 40)); ``` */ function moveBy(duration: number, deltaPos: Vec2 | number, deltaY?: number): ActionInterval; /** !#en Moves a Node object to the position x,y. x and y are absolute coordinates by modifying its position property. <br/> Several MoveTo actions can be concurrently called, and the resulting <br/> movement will be the sum of individual movements. !#zh 移动到目标位置。 @param duration duration in seconds @param position position @param y y @example ```js // example var actionBy = cc.moveTo(2, cc.v2(80, 80)); ``` */ function moveTo(duration: number, position: Vec2 | number, y?: number): ActionInterval; /** !#en Create a action which skews a Node object to given angles by modifying its skewX and skewY properties. Changes to the specified value. !#zh 偏斜到目标角度。 @param t time in seconds @param sx sx @param sy sy @example ```js // example var actionTo = cc.skewTo(2, 37.2, -37.2); ``` */ function skewTo(t: number, sx: number, sy: number): ActionInterval; /** !#en Skews a Node object by skewX and skewY degrees. <br /> Relative to its property modification. !#zh 偏斜指定的角度。 @param t time in seconds @param sx sx skew in degrees for X axis @param sy sy skew in degrees for Y axis @example ```js // example var actionBy = cc.skewBy(2, 0, -90); ``` */ function skewBy(t: number, sx: number, sy: number): ActionInterval; /** !#en Moves a Node object simulating a parabolic jump movement by modifying it's position property. Relative to its movement. !#zh 用跳跃的方式移动指定的距离。 @param duration duration @param position position @param y y @param height height @param jumps jumps @example ```js // example var actionBy = cc.jumpBy(2, cc.v2(300, 0), 50, 4); var actionBy = cc.jumpBy(2, 300, 0, 50, 4); ``` */ function jumpBy(duration: number, position: Vec2 | number, y?: number, height?: number, jumps?: number): ActionInterval; /** !#en Moves a Node object to a parabolic position simulating a jump movement by modifying its position property. <br /> Jump to the specified location. !#zh 用跳跃的方式移动到目标位置。 @param duration duration @param position position @param y y @param height height @param jumps jumps @example ```js // example var actionTo = cc.jumpTo(2, cc.v2(300, 300), 50, 4); var actionTo = cc.jumpTo(2, 300, 300, 50, 4); ``` */ function jumpTo(duration: number, position: Vec2 | number, y?: number, height?: number, jumps?: number): ActionInterval; /** !#en An action that moves the target with a cubic Bezier curve by a certain distance. Relative to its movement. !#zh 按贝赛尔曲线轨迹移动指定的距离。 @param t time in seconds @param c Array of points @example ```js // example var bezier = [cc.v2(0, windowSize.height / 2), cc.v2(300, -windowSize.height / 2), cc.v2(300, 100)]; var bezierForward = cc.bezierBy(3, bezier); ``` */ function bezierBy(t: number, c: Vec2[]): ActionInterval; /** !#en An action that moves the target with a cubic Bezier curve to a destination point. !#zh 按贝赛尔曲线轨迹移动到目标位置。 @param t t @param c Array of points @example ```js // example var bezier = [cc.v2(0, windowSize.height / 2), cc.v2(300, -windowSize.height / 2), cc.v2(300, 100)]; var bezierTo = cc.bezierTo(2, bezier); ``` */ function bezierTo(t: number, c: Vec2[]): ActionInterval; /** !#en Scales a Node object to a zoom factor by modifying it's scale property. !#zh 将节点大小缩放到指定的倍数。 @param duration duration @param sx scale parameter in X @param sy scale parameter in Y, if Null equal to sx @example ```js // example // It scales to 0.5 in both X and Y. var actionTo = cc.scaleTo(2, 0.5); // It scales to 0.5 in x and 2 in Y var actionTo = cc.scaleTo(2, 0.5, 2); ``` */ function scaleTo(duration: number, sx: number, sy?: number): ActionInterval; /** !#en Scales a Node object a zoom factor by modifying it's scale property. Relative to its changes. !#zh 按指定的倍数缩放节点大小。 @param duration duration in seconds @param sx sx scale parameter in X @param sy sy scale parameter in Y, if Null equal to sx @example ```js // example without sy, it scales by 2 both in X and Y var actionBy = cc.scaleBy(2, 2); //example with sy, it scales by 0.25 in X and 4.5 in Y var actionBy2 = cc.scaleBy(2, 0.25, 4.5); ``` */ function scaleBy(duration: number, sx: number, sy?: number | void): ActionInterval; /** !#en Blinks a Node object by modifying it's visible property. !#zh 闪烁(基于透明度)。 @param duration duration in seconds @param blinks blinks in times @example ```js // example var action = cc.blink(2, 10); ``` */ function blink(duration: number, blinks: number): ActionInterval; /** !#en Fades an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from the current value to a custom one. !#zh 修改透明度到指定值。 @param duration duration @param opacity 0-255, 0 is transparent @example ```js // example var action = cc.fadeTo(1.0, 0); ``` */ function fadeTo(duration: number, opacity: number): ActionInterval; /** !#en Fades In an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 0 to 255. !#zh 渐显效果。 @param duration duration in seconds @example ```js //example var action = cc.fadeIn(1.0); ``` */ function fadeIn(duration: number): ActionInterval; /** !#en Fades Out an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 255 to 0. !#zh 渐隐效果。 @param d duration in seconds @example ```js // example var action = cc.fadeOut(1.0); ``` */ function fadeOut(d: number): ActionInterval; /** !#en Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one. !#zh 修改颜色到指定值。 @param duration duration @param red 0-255 @param green 0-255 @param blue 0-255 @example ```js // example var action = cc.tintTo(2, 255, 0, 255); ``` */ function tintTo(duration: number, red: number, green: number, blue: number): ActionInterval; /** !#en Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one. Relative to their own color change. !#zh 按照指定的增量修改颜色。 @param duration duration in seconds @param deltaRed deltaRed @param deltaGreen deltaGreen @param deltaBlue deltaBlue @example ```js // example var action = cc.tintBy(2, -127, -255, -127); ``` */ function tintBy(duration: number, deltaRed: number, deltaGreen: number, deltaBlue: number): ActionInterval; /** !#en Delays the action a certain amount of seconds. !#zh 延迟指定的时间量。 @param d duration in seconds @example ```js // example var delay = cc.delayTime(1); ``` */ function delayTime(d: number): ActionInterval; /** !#en Executes an action in reverse order, from time=duration to time=0. !#zh 反转目标动作的时间轴。 @param action action @example ```js // example var reverse = cc.reverseTime(this); ``` */ function reverseTime(action: FiniteTimeAction): ActionInterval; /** !#en Create an action with the specified action and forced target. !#zh 用已有动作和一个新的目标节点创建动作。 @param target target @param action action */ function targetedAction(target: Node, action: FiniteTimeAction): ActionInterval; /** @param target the target to animate */ function tween<T>(target?: T): Tween<T>; /** !#en Outputs an error message to the Cocos Creator Console (editor) or Web Console (runtime).<br/> - In Cocos Creator, error is red.<br/> - In Chrome, error have a red icon along with red message text.<br/> !#zh 输出错误消息到 Cocos Creator 编辑器的 Console 或运行时页面端的 Console 中。<br/> - 在 Cocos Creator 中,错误信息显示是红色的。<br/> - 在 Chrome 中,错误信息有红色的图标以及红色的消息文本。<br/> @param msg A JavaScript string containing zero or more substitution strings. @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output. */ function error(msg: any, ...subst: any[]): void; /** !#en Outputs a warning message to the Cocos Creator Console (editor) or Web Console (runtime). - In Cocos Creator, warning is yellow. - In Chrome, warning have a yellow warning icon with the message text. !#zh 输出警告消息到 Cocos Creator 编辑器的 Console 或运行时 Web 端的 Console 中。<br/> - 在 Cocos Creator 中,警告信息显示是黄色的。<br/> - 在 Chrome 中,警告信息有着黄色的图标以及黄色的消息文本。<br/> @param msg A JavaScript string containing zero or more substitution strings. @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output. */ function warn(msg: any, ...subst: any[]): void; /** !#en Outputs a message to the Cocos Creator Console (editor) or Web Console (runtime). !#zh 输出一条消息到 Cocos Creator 编辑器的 Console 或运行时 Web 端的 Console 中。 @param msg A JavaScript string containing zero or more substitution strings. @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output. */ function log(msg: string | any, ...subst: any[]): void; /** !#en This is a Game instance. !#zh 这是一个 Game 类的实例,包含游戏主体信息并负责驱动游戏的游戏对象。。 */ var game: Game; /** !#en Director !#zh 导演类。 */ var director: Director; /** !#en This is a Easing instance. !#zh 这是一个 Easing 类实例。 */ var easing: Easing; /** !#en Rotates a Node object to a certain angle by modifying its quternion property. <br/> The direction will be decided by the shortest angle. !#zh 旋转到目标角度,通过逐帧修改它的 quternion 属性,旋转方向将由最短的角度决定。 @param duration duration in seconds @param dstAngleX dstAngleX in degrees. @param dstAngleY dstAngleY in degrees. @param dstAngleZ dstAngleZ in degrees. @example ```js // example var rotate3DTo = cc.rotate3DTo(2, cc.v3(0, 180, 0)); ``` */ function rotate3DTo(duration: number, dstAngleX: number | Vec3 | Quat, dstAngleY?: number, dstAngleZ?: number): ActionInterval; /** !#en Rotates a Node object counter clockwise a number of degrees by modifying its quaternion property. Relative to its properties to modify. !#zh 旋转指定的 3D 角度。 @param duration duration in seconds @param deltaAngleX deltaAngleX in degrees @param deltaAngleY deltaAngleY in degrees @param deltaAngleZ deltaAngleZ in degrees @example ```js // example var actionBy = cc.rotate3DBy(2, cc.v3(0, 360, 0)); ``` */ function rotate3DBy(duration: number, deltaAngleX: number | Vec3, deltaAngleY?: number, deltaAngleZ?: number): ActionInterval; var assetManager: AssetManager; /** !#en cc.resources is a bundle and controls all asset under assets/resources !#zh cc.resources 是一个 bundle,用于管理所有在 assets/resources 下的资源 */ var resources: AssetManager.Bundle; /** !#en The System event singleton for global usage !#zh 系统事件单例,方便全局使用 */ var systemEvent: SystemEvent; /** !#en Defines a CCClass using the given specification, please see [Class](/docs/editors_and_tools/creator-chapters/scripting/class.html) for details. !#zh 定义一个 CCClass,传入参数必须是一个包含类型参数的字面量对象,具体用法请查阅[类型定义](/docs/creator/scripting/class.html)。 @param options options @example ```js // define base class var Node = cc.Class(); // define sub class var Sprite = cc.Class({ name: 'Sprite', extends: Node, ctor: function () { this.url = ""; this.id = 0; }, statics: { // define static members count: 0, getBounds: function (spriteList) { // compute bounds... } }, properties { width: { default: 128, type: cc.Integer, tooltip: 'The width of sprite' }, height: 128, size: { get: function () { return cc.v2(this.width, this.height); } } }, load: function () { // load this.url... }; }); // instantiate var obj = new Sprite(); obj.url = 'sprite.png'; obj.load(); ``` */ function Class(options?: { name?: string; extends?: Function; ctor?: Function; __ctor__?: Function; properties?: any; statics?: any; mixins?: Function[]; editor?: { executeInEditMode?: boolean; requireComponent?: Function; menu?: string; executionOrder?: number; disallowMultiple?: boolean; playOnFocus?: boolean; inspector?: string; icon?: string; help?: string; }; update?: Function; lateUpdate?: Function; onLoad?: Function; start?: Function; onEnable?: Function; onDisable?: Function; onDestroy?: Function; onFocusInEditor?: Function; onLostFocusInEditor?: Function; resetInEditor?: Function; onRestore?: Function; _getLocalBounds?: Function; }): Function; /** !#en Define an enum type. <br/> If a enum item has a value of -1, it will be given an Integer number according to it's order in the list.<br/> Otherwise it will use the value specified by user who writes the enum definition. !#zh 定义一个枚举类型。<br/> 用户可以把枚举值设为任意的整数,如果设为 -1,系统将会分配为上一个枚举值 + 1。 @param obj a JavaScript literal object containing enum names and values, or a TypeScript enum type @example ```js // JavaScript: var WrapMode = cc.Enum({ Repeat: -1, Clamp: -1 }); // Texture.WrapMode.Repeat == 0 // Texture.WrapMode.Clamp == 1 // Texture.WrapMode[0] == "Repeat" // Texture.WrapMode[1] == "Clamp" var FlagType = cc.Enum({ Flag1: 1, Flag2: 2, Flag3: 4, Flag4: 8, }); var AtlasSizeList = cc.Enum({ 128: 128, 256: 256, 512: 512, 1024: 1024, }); // TypeScript: // If used in TypeScript, just define a TypeScript enum: enum Direction { Up, Down, Left, Right } // If you need to inspect the enum in Properties panel, you can call cc.Enum: const {ccclass, property} = cc._decorator; @ccclass class NewScript extends cc.Component { @property({ type: cc.Enum(Direction) // call cc.Enum }) direction: Direction = Direction.Up; } ``` */ function Enum<T>(obj: T): T; /** @param touches touches */ function handleTouchesBegin(touches: any[]): void; /** @param touches touches */ function handleTouchesMove(touches: any[]): void; /** @param touches touches */ function handleTouchesEnd(touches: any[]): void; /** @param touches touches */ function handleTouchesCancel(touches: any[]): void; /** @param touches touches */ function getSetOfTouchesEndOrCancel(touches: any[]): any[]; /** @param touch touch */ function getPreTouch(touch: Touch): Touch; /** @param touch touch */ function setPreTouch(touch: Touch): void; /** @param tx tx @param ty ty @param pos pos */ function getTouchByXY(tx: number, ty: number, pos: Vec2): Touch; /** @param location location @param pos pos @param eventType eventType */ function getMouseEvent(location: Vec2, pos: Vec2, eventType: number): Event.EventMouse; /** @param event event @param pos pos */ function getPointByEvent(event: Touch, pos: Vec2): Vec2; /** @param event event @param pos pos */ function getTouchesByEvent(event: Touch, pos: Vec2): any[]; /** @param element element */ function registerSystemEvent(element: HTMLElement): void; /** @param dt dt */ function update(dt: number): void; /** !#en Checks whether the object is non-nil and not yet destroyed.<br> When an object's `destroy` is called, it is actually destroyed after the end of this frame. So `isValid` will return false from the next frame, while `isValid` in the current frame will still be true. If you want to determine whether the current frame has called `destroy`, use `cc.isValid(obj, true)`, but this is often caused by a particular logical requirements, which is not normally required. !#zh 检查该对象是否不为 null 并且尚未销毁。<br> 当一个对象的 `destroy` 调用以后,会在这一帧结束后才真正销毁。因此从下一帧开始 `isValid` 就会返回 false,而当前帧内 `isValid` 仍然会是 true。如果希望判断当前帧是否调用过 `destroy`,请使用 `cc.isValid(obj, true)`,不过这往往是特殊的业务需求引起的,通常情况下不需要这样。 @param value value @param strictMode If true, Object called destroy() in this frame will also treated as invalid. @example ```js var node = new cc.Node(); cc.log(cc.isValid(node)); // true node.destroy(); cc.log(cc.isValid(node)); // true, still valid in this frame // after a frame... cc.log(cc.isValid(node)); // false, destroyed in the end of last frame ``` */ function isValid(value: any, strictMode?: boolean): boolean; /** !#en cc.view is the shared view object. !#zh cc.view 是全局的视图对象。 */ var view: View; /** !#en cc.winSize is the alias object for the size of the current game window. !#zh cc.winSize 为当前的游戏窗口的大小。 */ var winSize: Size; /** Specify that the input value must be integer in Inspector. Also used to indicates that the elements in array should be type integer. */ var Integer: string; /** Indicates that the elements in array should be type double. */ var Float: string; /** Indicates that the elements in array should be type boolean. */ var Boolean: string; /** Indicates that the elements in array should be type string. */ var String: string; /** !#en Deserialize json to cc.Asset !#zh 将 JSON 反序列化为对象实例。 @param data the serialized cc.Asset json string or json object. @param details additional loading result @param options options */ function deserialize(data: string | any, details?: Details, options?: any): any; /** !#en Clones the object `original` and returns the clone, or instantiate a node from the Prefab. !#zh 克隆指定的任意类型的对象,或者从 Prefab 实例化出新节点。 (Instantiate 时,function 和 dom 等非可序列化对象会直接保留原有引用,Asset 会直接进行浅拷贝,可序列化类型会进行深拷贝。) @param original An existing object that you want to make a copy of. @example ```js // instantiate node from prefab var scene = cc.director.getScene(); var node = cc.instantiate(prefabAsset); node.parent = scene; // clone node var scene = cc.director.getScene(); var node = cc.instantiate(targetNode); node.parent = scene; ``` */ function instantiate(original: Prefab): Node; function instantiate<T>(original: T): T; /** !#en The convenience method to create a new {{#crossLink "Color/Color:method"}}cc.Color{{/crossLink}} Alpha channel is optional. Default value is 255. !#zh 通过该方法来创建一个新的 {{#crossLink "Color/Color:method"}}cc.Color{{/crossLink}} 对象。 Alpha 通道是可选的。默认值是 255。 @param r r @param g g @param b b @param a a @example ```js ----------------------- // 1. All channels seperately as parameters var color1 = new cc.Color(255, 255, 255, 255); // 2. Convert a hex string to a color var color2 = new cc.Color("#000000"); // 3. An color object as parameter var color3 = new cc.Color({r: 255, g: 255, b: 255, a: 255}); ``` */ function color(r?: number, g?: number, b?: number, a?: number): Color; /** !#en The convenience method to create a new {{#crossLink "Mat4"}}cc.Mat4{{/crossLink}}. !#zh 通过该简便的函数进行创建 {{#crossLink "Mat4"}}cc.Mat4{{/crossLink}} 对象。 @param m00 Component in column 0, row 0 position (index 0) @param m01 Component in column 0, row 1 position (index 1) @param m02 Component in column 0, row 2 position (index 2) @param m03 Component in column 0, row 3 position (index 3) @param m10 Component in column 1, row 0 position (index 4) @param m11 Component in column 1, row 1 position (index 5) @param m12 Component in column 1, row 2 position (index 6) @param m13 Component in column 1, row 3 position (index 7) @param m20 Component in column 2, row 0 position (index 8) @param m21 Component in column 2, row 1 position (index 9) @param m22 Component in column 2, row 2 position (index 10) @param m23 Component in column 2, row 3 position (index 11) @param m30 Component in column 3, row 0 position (index 12) @param m31 Component in column 3, row 1 position (index 13) @param m32 Component in column 3, row 2 position (index 14) @param m33 Component in column 3, row 3 position (index 15) */ function mat4( m00?: number, m01?: number, m02?: number, m03?: number, m10?: number, m11?: number, m12?: number, m13?: number, m20?: number, m21?: number, m22?: number, m23?: number, m30?: number, m31?: number, m32?: number, m33?: number ): Mat4; /** !#en The convenience method to create a new {{#crossLink "Quat"}}cc.Quat{{/crossLink}}. !#zh 通过该简便的函数进行创建 {{#crossLink "Quat"}}cc.Quat{{/crossLink}} 对象。 @param x x @param y y @param z z @param w w */ function quat(x?: number | any, y?: number, z?: number, w?: number): Quat; /** !#en The convenience method to create a new Rect. see {{#crossLink "Rect/Rect:method"}}cc.Rect{{/crossLink}} !#zh 该方法用来快速创建一个新的矩形。{{#crossLink "Rect/Rect:method"}}cc.Rect{{/crossLink}} @param x x @param y y @param w w @param h h @example ```js var a = new cc.Rect(0 , 0, 10, 0); ``` */ function rect(x?: number, y?: number, w?: number, h?: number): Rect; /** !#en Helper function that creates a cc.Size.<br/> Please use cc.p or cc.v2 instead, it will soon replace cc.Size. !#zh 创建一个 cc.Size 对象的帮助函数。<br/> 注意:可以使用 cc.p 或者是 cc.v2 代替,它们将很快取代 cc.Size。 @param w width or a size object @param h height @example ```js var size1 = cc.size(); var size2 = cc.size(100,100); var size3 = cc.size(size2); var size4 = cc.size({width: 100, height: 100}); ``` */ function size(w: number | Size, h?: number): Size; var EPSILON: number; /** Clamps a value between a minimum float and maximum float value. @param val val @param min min @param max max */ function clamp(val: number, min: number, max: number): number; /** Clamps a value between 0 and 1. @param val val */ function clamp01(val: number): number; /** @param from from @param to to @param ratio the interpolation coefficient */ function lerp(from: number, to: number, ratio: number): number; function random(): void; /** Returns a floating-point random number between min (inclusive) and max (exclusive). @param min min @param max max */ function randomRange(min: number, max: number): number; /** Returns a random integer between min (inclusive) and max (exclusive). @param min min @param max max */ function randomRangeInt(min: number, max: number): number; /** Linear congruential generator using Hull-Dobell Theorem. @param seed the random seed */ function pseudoRandom(seed: number): number; /** Returns a floating-point pseudo-random number between min (inclusive) and max (exclusive). @param seed seed @param min min @param max max */ function pseudoRandomRange(seed: number, min: number, max: number): number; /** Returns a pseudo-random integer between min (inclusive) and max (exclusive). @param seed seed @param min min @param max max */ function pseudoRandomRangeInt(seed: number, min: number, max: number): number; /** Returns the next power of two for the value @param val val */ function nextPow2(val: number): number; /** Returns float remainder for t / length @param t time start at 0 @param length time of one cycle */ function repeat(t: number, length: number): number; /** Returns time wrapped in ping-pong mode @param t time start at 0 @param length time of one cycle */ function repeat(t: number, length: number): number; /** Returns ratio of a value within a given range @param from start value @param to end value @param value given value */ function repeat(from: number, to: number, value: number): number; /** Returns -1, 0, +1 depending on sign of x. @param v v */ function sign(v: number): void; /** !#en The convenience method to create a new {{#crossLink "Vec2"}}cc.Vec2{{/crossLink}}. !#zh 通过该简便的函数进行创建 {{#crossLink "Vec2"}}cc.Vec2{{/crossLink}} 对象。 @param x x @param y y @example ```js var v1 = cc.v2(); var v2 = cc.v2(0, 0); var v3 = cc.v2(v2); var v4 = cc.v2({x: 100, y: 100}); ``` */ function v2(x?: number | any, y?: number): Vec2; /** !#en The convenience method to create a new {{#crossLink "Vec3"}}cc.Vec3{{/crossLink}}. !#zh 通过该简便的函数进行创建 {{#crossLink "Vec3"}}cc.Vec3{{/crossLink}} 对象。 @param x x @param y y @param z z @example ```js var v1 = cc.v3(); var v2 = cc.v3(0, 0, 0); var v3 = cc.v3(v2); var v4 = cc.v3({x: 100, y: 100, z: 0}); ``` */ function v3(x?: number | any, y?: number, z?: number): Vec3; /** Finds a node by hierarchy path, the path is case-sensitive. It will traverse the hierarchy by splitting the path using '/' character. This function will still returns the node even if it is inactive. It is recommended to not use this function every frame instead cache the result at startup. @param path path @param referenceNode referenceNode */ function find(path: string, referenceNode?: Node): Node; var dynamicAtlasManager: DynamicAtlasManager; /** !#en The matrix storage */ var matrix: any[]; /** !#en Get an element @param i i @param j j */ function get(i: number, j: number): number; /** !#en Set an element @param i i @param j j @param value value */ function set(i: number, j: number, value: boolean): void; /** !#en Sets all elements to zero */ function reset(): void; /** !#en cc.NodePool is the cache pool designed for node type.<br/> It can helps you to improve your game performance for objects which need frequent release and recreate operations<br/> It's recommended to create cc.NodePool instances by node type, the type corresponds to node type in game design, not the class, for example, a prefab is a specific node type. <br/> When you create a node pool, you can pass a Component which contains `unuse`, `reuse` functions to control the content of node.<br/> Some common use case is :<br/> 1. Bullets in game (die very soon, massive creation and recreation, no side effect on other objects)<br/> 2. Blocks in candy crash (massive creation and recreation)<br/> etc... !#zh cc.NodePool 是用于管理节点对象的对象缓存池。<br/> 它可以帮助您提高游戏性能,适用于优化对象的反复创建和销毁<br/> 以前 cocos2d-x 中的 cc.pool 和新的节点事件注册系统不兼容,因此请使用 cc.NodePool 来代替。 新的 NodePool 需要实例化之后才能使用,每种不同的节点对象池需要一个不同的对象池实例,这里的种类对应于游戏中的节点设计,一个 prefab 相当于一个种类的节点。<br/> 在创建缓冲池时,可以传入一个包含 unuse, reuse 函数的组件类型用于节点的回收和复用逻辑。<br/> 一些常见的用例是:<br/> 1.在游戏中的子弹(死亡很快,频繁创建,对其他对象无副作用)<br/> 2.糖果粉碎传奇中的木块(频繁创建)。 等等.... */ class NodePool { /** !#en Constructor for creating a pool for a specific node template (usually a prefab). You can pass a component (type or name) argument for handling event for reusing and recycling node. !#zh 使用构造函数来创建一个节点专用的对象池,您可以传递一个组件类型或名称,用于处理节点回收和复用时的事件逻辑。 @param poolHandlerComp !#en The constructor or the class name of the component to control the unuse/reuse logic. !#zh 处理节点回收和复用事件逻辑的组件类型或名称。 @example ```js properties: { template: cc.Prefab }, onLoad () { // MyTemplateHandler is a component with 'unuse' and 'reuse' to handle events when node is reused or recycled. this.myPool = new cc.NodePool('MyTemplateHandler'); } ``` */ constructor(poolHandlerComp?: { prototype: Component } | string); /** !#en The pool handler component, it could be the class name or the constructor. !#zh 缓冲池处理组件,用于节点的回收和复用逻辑,这个属性可以是组件类名或组件的构造函数。 */ poolHandlerComp: Function | string; /** !#en The current available size in the pool !#zh 获取当前缓冲池的可用对象数量 */ size(): number; /** !#en Destroy all cached nodes in the pool !#zh 销毁对象池中缓存的所有节点 */ clear(): void; /** !#en Put a new Node into the pool. It will automatically remove the node from its parent without cleanup. It will also invoke unuse method of the poolHandlerComp if exist. !#zh 向缓冲池中存入一个不再需要的节点对象。 这个函数会自动将目标节点从父节点上移除,但是不会进行 cleanup 操作。 这个函数会调用 poolHandlerComp 的 unuse 函数,如果组件和函数都存在的话。 @param obj obj @example ```js let myNode = cc.instantiate(this.template); this.myPool.put(myNode); ``` */ put(obj: Node): void; /** !#en Get a obj from pool, if no available object in pool, null will be returned. This function will invoke the reuse function of poolHandlerComp if exist. !#zh 获取对象池中的对象,如果对象池没有可用对象,则返回空。 这个函数会调用 poolHandler