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Difference between revisions of "Scripting/SAnimation"

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(Replaced content with "This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimation")
 
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=Members=
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimation
 
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{{ScriptFunction|void|Blend|(string animation, float targetWeight  1.0F, float fadeLength 0.3F)|Blends the animation named animation towards targetWeight over the next time seconds. Playback of other animations will not be affected.|5=<pre>Space.Host.ExecutingObject.Animation.Blend("animationname",1.0,0.3)</pre>}}
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{{ScriptFunction|void|CrossFade|(string animation, float fadeLength 0.3)|Fades the animation with name animation in over a period of time seconds and fades other animations out.
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If mode is PlayMode.StopSameLayer, animations in the same layer as animation will be faded out while animation is faded in. if mode is PlayMode.StopAll, all animations will be faded out while animation is faded in.
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If the animation is not set to be looping it will be stopped and rewound after playing.|5=<pre>Space.Host.ExecutingObject.Animation.CrossFade("animationname", 0.3)</pre>}}
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{{ScriptFunction|SAnimationState|CrossFadeQueued|(string animation, float fadeLength 0.3, bool playNow false)|Returns a duplicated SAnimationState. This duplicate will self-destruct after it is finished playing. Referencing it after it has completed will result in an error.|5=<pre>NewSAnimationState = Space.Host.ExecutingObject.Animation.CrossFadeQueued("animationname", 0.3, false)</pre>}}
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{{ScriptFunction|int|GetClipCount|()|Get the number of clips currently assigned to this animation.|5=<pre>NumberOfClips = Space.Host.ExecutingObject.Animation.GetClipCount() </pre>}}
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{{ScriptFunction|SAnimationState|GetState|()|Returns the SAnimationState for the default animation clip.|5=<pre>State = Space.Host.ExecutingObject.Animation.GetState()</pre>}}
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{{ScriptFunction|SAnimationState|GetState|(string state)|Returns the SAnimationState for the named animation clip.|5=<pre>State = Space.Host.ExecutingObject.Animation.GetState("statename")</pre>}}
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{{ScriptFunction|bool|IsPlaying|(string animation)|Is the animation named name playing?
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|5=<pre>IsPlaying = Space.Host.ExecutingObject.Animation.IsPlaying("animationname")</pre>}}
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{{ScriptFunction|bool|Play|()|Plays an animation without any blending.
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If no name is supplied then the default animation will be played. In cases where the animation can't be played (ie, there is no default animation or no animation with the specified name), the function will return false.
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The optional playMode lets you choose how this animation will affect others already playing.
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If the specified animation is already playing then other animations will be stopped but the animation will not rewind to the beginning.
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When the end of the animation is reached it will automatically be stopped and rewound to the start unless the PlayMode is set to Loop.
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Note that if you call Animation.Play on an object during a frame update where the object is also deactivated then the call will effectively be cancelled; the animation will not start playing when the object is later reactivated. However, if you make the call on a subsequent frame (ie, while the object is still inactive) then the animation will start playing after reactivation.|5=<pre>Space.Host.ExecutingObject.Animation.Play()</pre>|6=<pre></pre>}}
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{{ScriptFunction|bool|Play|(string animation)|Plays an animation without any blending.
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If no name is supplied then the default animation will be played. In cases where the animation can't be played (ie, there is no default animation or no animation with the specified name), the function will return false.
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The optional playMode lets you choose how this animation will affect others already playing.
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If the specified animation is already playing then other animations will be stopped but the animation will not rewind to the beginning.
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When the end of the animation is reached it will automatically be stopped and rewound to the start unless the PlayMode is set to Loop.
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Note that if you call Animation.Play on an object during a frame update where the object is also deactivated then the call will effectively be cancelled; the animation will not start playing when the object is later reactivated. However, if you make the call on a subsequent frame (ie, while the object is still inactive) then the animation will start playing after reactivation.|5=<pre>Space.Host.ExecutingObject.Animation.Play("animationname")</pre>}}
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{{ScriptFunction|SAnimationState|PlayQueued|(string animation,
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bool playNow false)|Returns a duplicated SAnimationState. This duplicate will self-destruct after it is finished playing. Referencing it after it has completed will result in an error.|5=<pre>Space.Host.ExecutingObject.Animation.PlayQueued("animationname","false")</pre>}}
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{{ScriptFunction|void|Rewind|(string animation)|Rewinds the animation named name.|5=<pre>Space.Host.ExecutingObject.Animation.Rewind()</pre>}}
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{{ScriptFunction|void|Sample|()|Samples animations at the current state.
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This is useful when you explicitly want to set up some animation state, and sample it once.|5=<pre>Space.Host.ExecutingObject.Animation.Sample()</pre>}}
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{{ScriptFunction|void|Stop|()|Stops all playing animations that were started with this Animation.
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Stopping an animation also Rewinds it to the Start.|5=<pre>Space.Host.ExecutingObject.Animation.Stop()</pre>}}
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{{ScriptFunction|void|Stop|(string animation)|Stops an animation named name.
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Stopping an animation also Rewinds it to the Start.|5=<pre>Space.Host.ExecutingObject.Animation.Stop("animationname")</pre>}}
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=Properties=
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{{ScriptFunction|bool|Enabled|{ get; set; }|Enabled Behaviours are Updated, disabled Behaviours are not.
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This is shown as the small checkbox in the inspector of the behaviour.|5= <pre>Space.Host.ExecutingObject.Animation.Enabled = false</pre> |6=<pre>--clicking this object will Enable/Disable it's Animation component
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thisGameObject = Space.Host.ExecutingObject
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animation = thisGameObject.Animation
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OnClick = function()
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animation.Enabled =  not animation.Enabled
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end
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thisGameObject.AddClickable()
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thisGameObject.Clickable.OnClick(OnClick)</pre>}}
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{{ScriptFunction|IDictionary<string, SAnimationState>|States|{ get; }|Returns a table of SAnimationState names and references|5= <pre>States = Space.Host.ExecutingObject.Animation.States</pre>}}
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{{Scripting Navbox}}
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Latest revision as of 05:04, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimation