14#define ANIMATED_SPRITE_3D_LUA_NAME "AnimatedSprite3D"
15#define ANIMATED_SPRITE_3D_LUA_FLAG "cfAnimatedSprite3D"
16#define CHECK_ANIMATED_SPRITE_3D(L, arg) static_cast<AnimatedSprite3D*>(CheckNodeLuaType(L, arg, ANIMATED_SPRITE_3D_LUA_NAME, ANIMATED_SPRITE_3D_LUA_FLAG));
18struct AnimatedSprite3D_Lua
20 static int Play(lua_State* L);
21 static int Pause(lua_State* L);
22 static int Stop(lua_State* L);
23 static int PlayAnimation(lua_State* L);
25 static int SetFrame(lua_State* L);
26 static int GetProgress(lua_State* L);
27 static int AnimateTo(lua_State* L);
28 static int AnimateToProgress(lua_State* L);
29 static int CancelAnimateTo(lua_State* L);
30 static int SetSpeed(lua_State* L);
31 static int GetSpeed(lua_State* L);
33 static int SetAutoPlay(lua_State* L);
34 static int GetAutoPlay(lua_State* L);
35 static int SetLoopOverride(lua_State* L);
36 static int GetLoopOverride(lua_State* L);
37 static int SetDefaultAnimation(lua_State* L);
38 static int GetDefaultAnimation(lua_State* L);
40 static int AddAnimation(lua_State* L);
41 static int CreateAnimation(lua_State* L);
42 static int AddImage(lua_State* L);
43 static int AddImages(lua_State* L);
44 static int RemoveAnimation(lua_State* L);
45 static int HasAnimation(lua_State* L);
47 static int GetCurrentTexture(lua_State* L);
48 static int GetCurrentAnimationName(lua_State* L);
49 static int GetCurrentFrameIndex(lua_State* L);
51 static int SetMaterial(lua_State* L);
52 static int GetMaterial(lua_State* L);
53 static int SetAffectDiffuse(lua_State* L);
54 static int SetAffectAlpha(lua_State* L);
55 static int SetAffectEmission(lua_State* L);
56 static int GetAffectDiffuse(lua_State* L);
57 static int GetAffectAlpha(lua_State* L);
58 static int GetAffectEmission(lua_State* L);
bool IsPlaying()
Definition Engine.cpp:1327