Sinespace Client  2023.2.17543
Client-side scripting for Sinespace
SineSpace.Scripting.Components.SAnimation Class Reference
Inheritance diagram for SineSpace.Scripting.Components.SAnimation:
ScriptClassComponent< Animation >

Public Member Functions

SAnimationState GetState ()
 Returns the SAnimationState for the default animation clip. More...
 
SAnimationState GetState (string state)
 Returns the SAnimationState for the named animation clip. More...
 
void Blend (string animation, float targetWeight=1.0F, float fadeLength=0.3F)
 
void CrossFade (string animation, float fadeLength=0.3F)
 
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. More...
 
int GetClipCount ()
 
bool IsPlaying (string animation)
 
bool Play ()
 
bool Play (string animation)
 
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. More...
 
void Rewind (string animation)
 
void Sample ()
 
void Stop ()
 
void Stop (string animation)
 

Properties

bool Enabled [get, set]
 
IDictionary< string, SAnimationStateStates [get]
 
- Properties inherited from ScriptClassComponent< Animation >
SGameObject GameObject [get]
 Return the GameObject which component added. More...
 

Member Function Documentation

◆ Blend()

void SineSpace.Scripting.Components.SAnimation.Blend ( string  animation,
float  targetWeight = 1.0F,
float  fadeLength = 0.3F 
)

◆ CrossFade()

void SineSpace.Scripting.Components.SAnimation.CrossFade ( string  animation,
float  fadeLength = 0.3F 
)

◆ CrossFadeQueued()

SAnimationState SineSpace.Scripting.Components.SAnimation.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 SineSpace.Scripting.Components.SAnimation.GetClipCount ( )

◆ GetState() [1/2]

SAnimationState SineSpace.Scripting.Components.SAnimation.GetState ( )

Returns the SAnimationState for the default animation clip.

◆ GetState() [2/2]

SAnimationState SineSpace.Scripting.Components.SAnimation.GetState ( string  state)

Returns the SAnimationState for the named animation clip.

◆ IsPlaying()

bool SineSpace.Scripting.Components.SAnimation.IsPlaying ( string  animation)

◆ Play() [1/2]

bool SineSpace.Scripting.Components.SAnimation.Play ( )

◆ Play() [2/2]

bool SineSpace.Scripting.Components.SAnimation.Play ( string  animation)

◆ PlayQueued()

SAnimationState SineSpace.Scripting.Components.SAnimation.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 SineSpace.Scripting.Components.SAnimation.Rewind ( string  animation)

◆ Sample()

void SineSpace.Scripting.Components.SAnimation.Sample ( )

◆ Stop() [1/2]

void SineSpace.Scripting.Components.SAnimation.Stop ( )

◆ Stop() [2/2]

void SineSpace.Scripting.Components.SAnimation.Stop ( string  animation)

Property Documentation

◆ Enabled

bool SineSpace.Scripting.Components.SAnimation.Enabled
getset

◆ States

IDictionary<string, SAnimationState> SineSpace.Scripting.Components.SAnimation.States
get