/// declare class SpineGameObject { constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean) alpha: number readonly blendMode: number blue: number bounds: any displayOriginX: number displayOriginY: number drawDebug: boolean green: number plugin: SpinePlugin preMultipliedAlpha: boolean red: number root: spine.Bone scaleX: number scaleY: number skeleton: spine.Skeleton skeletonData: spine.SkeletonData state: spine.AnimationState stateData: spine.AnimationStateData timeScale: number addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject clearTrack(trackIndex: integer): SpineGameObject clearTracks(): SpineGameObject findAnimation(animationName: string): spine.Animation findBone(boneName: string): spine.Bone findBoneIndex(boneName: string): number findEvent(eventDataName: string): spine.EventData findIkConstraint(constraintName: string): spine.IkConstraintData findPathConstraint(constraintName: string): spine.PathConstraintData findPathConstraintIndex(constraintName: string): number findSkin(skinName: string): spine.Skin findSlot(slotName: string): spine.Slot findSlotIndex(slotName: string): number findTransformConstraint(constraintName: string): spine.TransformConstraintData getAnimationList(): string[] getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment getBoneList(): string[] getBounds(): any getCurrentAnimation(trackIndex?: integer): spine.Animation getRootBone(): spine.Bone getSkinList(): string[] getSlotList(): string[] play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject protected preUpdate(time: number, delta: number): void protected preDestroy(): void refresh(): SpineGameObject setAlpha(value?: number): SpineGameObject setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry setAttachment(slotName: string, attachmentName: string): SpineGameObject setBonesToSetupPose(): SpineGameObject setColor(color?: integer, slotName?: string): SpineGameObject setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry setMix(fromName: string, toName: string, duration?: number): SpineGameObject setOffset(offsetX?: number, offsetY?: number): SpineGameObject setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject setSkin(newSkin: spine.Skin): SpineGameObject setSkinByName(skinName: string): SpineGameObject setSlotsToSetupPose(): SpineGameObject setToSetupPose(): SpineGameObject updateSize(): SpineGameObject willRender(): boolean } declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig { key?: string animationName?: string loop?: boolean skinName?: string slotName?: string attachmentName?: string }