SAnimation
Index
Functions Index
Properties Index
Functions
GetState
SAnimationState GetState () SAnimationState GetState (string state)
Returns the SAnimationState for the default animation clip.
Blend
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.
CrossFade
void CrossFade (string animation, float fadeLength=0.3F)
Fades the animation with name animation in over a period of time seconds and fades other animations out.
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.
If the animation is not set to be looping it will be stopped and rewound after playing.
CrossFadeQueued
SAnimationState CrossFadeQueued (string animation, float fadeLength=0.3F, 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.
GetClipCount
int GetClipCount ()
Get the number of clips currently assigned to this animation.
IsPlaying
bool IsPlaying (string animation)
Is the animation named name playing?
Play
bool Play () bool Play (string animation)
Plays an animation without any blending.
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.
The optional playMode lets you choose how this animation will affect others already playing.
If the specified animation is already playing then other animations will be stopped but the animation will not rewind to the beginning.
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.
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.
PlayQueued
SAnimationState PlayQueued (string animation, 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.
Rewind
void Rewind (string animation)
Rewinds the animation named name.
Sample
void Sample ()
Samples animations at the current state.
This is useful when you explicitly want to set up some animation state, and sample it once.
Stop
void Stop () void Stop (string animation)
Stops all playing animations that were started with this Animation.
Stopping an animation also Rewinds it to the Start.
Properties
Enabled
bool Enabled get
set
Whether this component is enabled or not.
States
IDictionary< string, SAnimationState > States get
Returns a table of SAnimationState names and references
GameObject
SGameObject GameObject get
Returns a reference to the GameObject of this component.
Last updated