engine/gamesys/src/gamesys/scripts/script_spine_model.cpp
/*# cancel all animation on a spine model
     * Cancels all running animations on a specified spine model component.
     *
     * @name spine.cancel
     * @param url [type:string|hash|url] the spine model for which to cancel the animation
     * @examples
     *
     * The following examples assumes that the spine model has id "spinemodel".
     *
     * How to cancel all animation:
     *
     * ```lua
     * function init(self)
     *   spine.cancel("#spinemodel")
     * end
     * ```
     */
cancel all animation on a spine model
Cancels all running animations on a specified spine model component.

@name spine.cancel
@param url [type:string|hash|url] the spine model for which to cancel the animation
@examples

The following examples assumes that the spine model has id "spinemodel".




cancel all animation on a spine model Cancels all running animations on a specified spine model component . @name spine . cancel @param url [ type : string|hash|url ] the spine model for which to cancel the animation @examples The following examples assumes that the spine model has id " spinemodel " .
int SpineComp_Cancel(lua_State* L)
    {
        int top = lua_gettop(L);
        dmGameObject::HInstance instance = CheckGoInstance(L);
        dmMessage::URL receiver;
        dmMessage::URL sender;
        dmScript::ResolveURL(L, 1, &receiver, &sender);
        dmGameSystemDDF::SpineCancelAnimation msg;
        dmMessage::Post(&sender, &receiver, dmGameSystemDDF::SpineCancelAnimation::m_DDFDescriptor->m_NameHash, (uintptr_t)instance, (uintptr_t)dmGameSystemDDF::SpineCancelAnimation::m_DDFDescriptor, &msg, sizeof(msg), 0);
        assert(top == lua_gettop(L));
        return 0;
    }
int SpineComp_Cancel ( lua_State * L ) { int top = lua_gettop ( L ) ; dmGameObject :: HInstance instance = CheckGoInstance ( L ) ; dmMessage :: URL receiver ; dmMessage :: URL sender ; dmScript :: ResolveURL ( L , 1 , & receiver , & sender ) ; dmGameSystemDDF :: SpineCancelAnimation msg ; dmMessage :: Post ( & sender , & receiver , dmGameSystemDDF :: SpineCancelAnimation :: m_DDFDescriptor -> m_NameHash , ( uintptr_t ) instance , ( uintptr_t ) dmGameSystemDDF :: SpineCancelAnimation :: m_DDFDescriptor , & msg , sizeof ( msg ) , 0 ) ; assert ( top == lua_gettop ( L ) ) ; return 0 ; }
cancel all animation on a spine model
 Cancels all running animations on a specified spine model component.
cancel all animation on a spine model Cancels all running animations on a specified spine model component .