Fixed this return types for Phaser.Animations.AnimationManager

This commit is contained in:
Jason Kwok 2020-01-30 23:17:23 +08:00
parent 5c040aaa62
commit d46d9f3d96

View file

@ -131,7 +131,7 @@ var AnimationManager = new Class({
* @param {string} key - The key under which the Animation should be added. The Animation will be updated with it. Must be unique. * @param {string} key - The key under which the Animation should be added. The Animation will be updated with it. Must be unique.
* @param {Phaser.Animations.Animation} animation - The Animation which should be added to the Animation Manager. * @param {Phaser.Animations.Animation} animation - The Animation which should be added to the Animation Manager.
* *
* @return {Phaser.Animations.AnimationManager} This Animation Manager. * @return {this} This Animation Manager.
*/ */
add: function (key, animation) add: function (key, animation)
{ {
@ -139,7 +139,7 @@ var AnimationManager = new Class({
{ {
console.warn('Animation key exists: ' + key); console.warn('Animation key exists: ' + key);
return; return this;
} }
animation.key = key; animation.key = key;
@ -457,7 +457,7 @@ var AnimationManager = new Class({
* @fires Phaser.Animations.Events#PAUSE_ALL * @fires Phaser.Animations.Events#PAUSE_ALL
* @since 3.0.0 * @since 3.0.0
* *
* @return {Phaser.Animations.AnimationManager} This Animation Manager. * @return {this} This Animation Manager.
*/ */
pauseAll: function () pauseAll: function ()
{ {
@ -480,7 +480,7 @@ var AnimationManager = new Class({
* @param {string} key - The key of the animation to play on the Game Object. * @param {string} key - The key of the animation to play on the Game Object.
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Objects to play the animation on. * @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Objects to play the animation on.
* *
* @return {Phaser.Animations.AnimationManager} This Animation Manager. * @return {this} This Animation Manager.
*/ */
play: function (key, child) play: function (key, child)
{ {
@ -493,7 +493,7 @@ var AnimationManager = new Class({
if (!anim) if (!anim)
{ {
return; return this;
} }
for (var i = 0; i < child.length; i++) for (var i = 0; i < child.length; i++)
@ -536,7 +536,7 @@ var AnimationManager = new Class({
* @fires Phaser.Animations.Events#RESUME_ALL * @fires Phaser.Animations.Events#RESUME_ALL
* @since 3.0.0 * @since 3.0.0
* *
* @return {Phaser.Animations.AnimationManager} This Animation Manager. * @return {this} This Animation Manager.
*/ */
resumeAll: function () resumeAll: function ()
{ {
@ -564,7 +564,7 @@ var AnimationManager = new Class({
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} children - An array of Game Objects to play the animation on. They must have an Animation Component. * @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} children - An array of Game Objects to play the animation on. They must have an Animation Component.
* @param {number} [stagger=0] - The amount of time, in milliseconds, to offset each play time by. * @param {number} [stagger=0] - The amount of time, in milliseconds, to offset each play time by.
* *
* @return {Phaser.Animations.AnimationManager} This Animation Manager. * @return {this} This Animation Manager.
*/ */
staggerPlay: function (key, children, stagger) staggerPlay: function (key, children, stagger)
{ {
@ -579,7 +579,7 @@ var AnimationManager = new Class({
if (!anim) if (!anim)
{ {
return; return this;
} }
for (var i = 0; i < children.length; i++) for (var i = 0; i < children.length; i++)