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DragonBonesManager

Defined in: dragonbones/DragonBonesManager.ts:55

new DragonBonesManager(controller): DragonBonesManager

Defined in: dragonbones/DragonBonesManager.ts:61

DragonBonesModuleController

DragonBonesManager

get controller(): DragonBonesModuleController

Defined in: dragonbones/DragonBonesManager.ts:65

DragonBonesModuleController

addEntity(entity, skeletonHandle, options): boolean

Defined in: dragonbones/DragonBonesManager.ts:101

Attach an armature to entity. Replaces whatever it had.

number

number

DragonBonesEntityOptions

boolean


boundEntities(): Iterable<number>

Defined in: dragonbones/DragonBonesManager.ts:144

The entities that currently have an armature bound — what a per-frame pass over “everything DragonBones draws” iterates, without asking the World.

Iterable<number>


dispose(): void

Defined in: dragonbones/DragonBonesManager.ts:247

Drop every instance and skeleton. Idempotent, so a second call is a no-op.

void


fadeIn(entity, animation, fadeSeconds, loop?): boolean

Defined in: dragonbones/DragonBonesManager.ts:194

Crossfade in, which is where DragonBones puts what Spine keeps in a table.

number

string

number

boolean = true

boolean


getAnimations(entity): string[]

Defined in: dragonbones/DragonBonesManager.ts:211

number

string[]


getArmatures(skeletonHandle): string[]

Defined in: dragonbones/DragonBonesManager.ts:94

number

string[]


getBounds(entity): SkeletalBounds | null

Defined in: dragonbones/DragonBonesManager.ts:216

number

SkeletalBounds | null


hasInstance(entity): boolean

Defined in: dragonbones/DragonBonesManager.ts:138

number

boolean


loadSkeleton(skeletonData, atlasJson, assetKey?): number

Defined in: dragonbones/DragonBonesManager.ts:75

Parse a file once per assetKey, or every time when none is given. Returns -1 on failure, with the reason on the controller.

string | Uint8Array<ArrayBufferLike>

string

string

number


play(entity, animation, loop?): boolean

Defined in: dragonbones/DragonBonesManager.ts:188

number

string

boolean = true

boolean


removeEntity(entity): void

Defined in: dragonbones/DragonBonesManager.ts:129

number

void


setAtlasTexture(skeletonHandle, textureId): void

Defined in: dragonbones/DragonBonesManager.ts:90

Bind the uploaded atlas page; safe after instances exist.

number

number

void


setColor(entity, r, g, b, a): void

Defined in: dragonbones/DragonBonesManager.ts:181

Tint the whole armature. Multiplied onto each slot’s authored colour, so opaque white is not “no tint applied” but “the tint that changes nothing” — which is why clearing the field in the editor restores the original rather than leaving the last colour stuck.

number

number

number

number

number

void


setEnabled(entity, enabled): void

Defined in: dragonbones/DragonBonesManager.ts:155

A disabled entity keeps its instance but stops advancing and drawing.

Also driven by DragonBonesAnimation.enabled — the plugin carries that field across on its edges (skeletal/enableSync), so writing the component wins at the moment it is written and this call holds between such writes.

number

boolean

void


setEntityProps(entity, props): void

Defined in: dragonbones/DragonBonesManager.ts:160

number

Partial<Pick<EntityInfo, "layer" | "playing" | "flipX" | "flipY" | "skeletonScale">> & object

void


setTimeScale(entity, scale): void

Defined in: dragonbones/DragonBonesManager.ts:204

number

number

void


stop(entity, animation?): void

Defined in: dragonbones/DragonBonesManager.ts:199

number

string = ''

void


submitMeshes(core, registry): void

Defined in: dragonbones/DragonBonesManager.ts:233

SkeletalSubmitCore

unknown

void


updateAnimations(dt): void

Defined in: dragonbones/DragonBonesManager.ts:223

number

void