The Anim Component allows an Entity to playback animations on models and entity properties.
entity: Entity
The Entity that this Component is attached to.
Component.entity
system: ComponentSystem
The ComponentSystem used to create this Component.
Component.system
get activate(): boolean
Gets whether the first animation will begin playing when the scene is loaded.
boolean
set activate(value: boolean): void
Sets whether the first animation will begin playing when the scene is loaded.
boolean
void
get baseLayer(): null | AnimComponentLayer
Returns the base layer of the state graph.
null | AnimComponentLayer
get enabled(): boolean
Gets the enabled state of the component.
boolean
set enabled(arg: boolean): void
Sets the enabled state of the component.
boolean
void
Component.enabled
get layers(): AnimComponentLayer[]
Returns the animation layers available in this anim component.
get normalizeWeights(): boolean
Gets whether the animation component will normalize the weights of its layers by their sum total.
boolean
set normalizeWeights(value: boolean): void
Sets whether the animation component will normalize the weights of its layers by their sum total.
boolean
void
get playable(): boolean
Returns whether all component layers are currently playable.
boolean
get playing(): boolean
Gets whether to play or pause all animations in the component.
boolean
set playing(value: boolean): void
Sets whether to play or pause all animations in the component.
boolean
void
get rootBone(): Entity
Gets the entity that this anim component should use as the root of the animation hierarchy.
set rootBone(value: Entity): void
Sets the entity that this anim component should use as the root of the animation hierarchy.
void
get speed(): number
Gets the speed multiplier for animation play back speed.
number
set speed(value: number): void
Sets the speed multiplier for animation play back speed. 1.0 is playback at normal speed, 0.0 pauses the animation.
number
void
addLayer(
name: string,
weight?: number,
mask?: any[],
blendType?: string): AnimComponentLayer
Adds a new anim component layer to the anim component.
string
The name of the layer to create.
number
The blending weight of the layer. Defaults to 1.
any
A list of paths to bones in the model which should be animated in this layer. If omitted the full model is used. Defaults to null.
string
Defines how properties animated by this layer blend with animations of those properties in previous layers. Defaults to ANIM_LAYER_OVERWRITE.
The created anim component layer.
assignAnimation(
nodePath: string,
animTrack: AnimTrack,
layerName?: string,
speed?: number,
loop?: boolean): void
Associates an animation with a state or blend tree node in the loaded state graph. If all states are linked and the AnimComponent#activate value was set to true then the component will begin playing. If no state graph is loaded, a default state graph will be created with a single state based on the provided nodePath parameter.
string
Either the state name or the path to a blend tree node that this
animation should be associated with. Each section of a blend tree path is split using a
period (.) therefore state names should not include this character (e.g "MyStateName" or
"MyStateName.BlendTreeNode").
The animation track that will be assigned to this state and played whenever this state is active.
string
The name of the anim component layer to update. If omitted the default layer is used. If no state graph has been previously loaded this parameter is ignored.
number = 1
Update the speed of the state you are assigning an animation to. Defaults to 1.
boolean = true
Update the loop property of the state you are assigning an animation to. Defaults to true.
void
findAnimationLayer(name: string): AnimComponentLayer
Finds a AnimComponentLayer in this component.
string
The name of the anim component layer to find.
Layer.
fire(
name: string,
arg1?: any,
arg2?: any,
arg3?: any,
arg4?: any,
arg5?: any,
arg6?: any,
arg7?: any,
arg8?: any): EventHandler
Fire an event, all additional arguments are passed on to the event listener.
string
Name of event to fire.
any
First argument that is passed to the event handler.
any
Second argument that is passed to the event handler.
any
Third argument that is passed to the event handler.
any
Fourth argument that is passed to the event handler.
any
Fifth argument that is passed to the event handler.
any
Sixth argument that is passed to the event handler.
any
Seventh argument that is passed to the event handler.
any
Eighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message')
Component.fire
getBoolean(name: string): boolean
Returns a boolean parameter value by name.
string
The name of the boolean to return the value of.
boolean
A boolean.
getFloat(name: string): number
Returns a float parameter value by name.
string
The name of the float to return the value of.
number
A float.
getInteger(name: string): number
Returns an integer parameter value by name.
string
The name of the integer to return the value of.
number
An integer.
getTrigger(name: string): boolean
Returns a trigger parameter value by name.
string
The name of the trigger to return the value of.
boolean
A boolean.
hasEvent(name: string): boolean
Test if there are any handlers bound to an event name.
string
The name of the event to test.
boolean
True if the object has handlers bound to the specified event name.
obj.on('test', () => {}) // bind an event to 'test'
obj.hasEvent('test') // returns true
obj.hasEvent('hello') // returns false
Component.hasEvent
loadStateGraph(stateGraph: any): void
Initializes component animation controllers using the provided state graph.
any
The state graph asset to load into the component. Contains the states, transitions and parameters used to define a complete animation controller.
void
entity.anim.loadStateGraph({
layers: [
{
name: layerName,
states: [
{
name: 'START',
speed: 1
},
{
name: 'Initial State',
speed: speed,
loop: loop,
defaultState: true
}
],
transitions: [
{
from: 'START',
to: 'Initial State'
}
]
}
],
parameters: {}
})
off(
name?: string,
callback?: HandleEventCallback,
scope?: any): EventHandler
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
string
Name of the event to unbind.
HandleEventCallback
Function to be unbound.
any
Scope that was used as the this when the event is fired.
Self for chaining.
const handler = () => {}
obj.on('test', handler)
obj.off() // Removes all events
obj.off('test') // Removes all events called 'test'
obj.off('test', handler) // Removes all handler functions, called 'test'
obj.off('test', handler, this) // Removes all handler functions, called 'test' with scope this
Component.off
on(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
const evt = obj.on('test', (a, b) => {
console.log(a + b)
})
// some time later
evt.off()
Component.on
once(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event. This handler will be removed after being fired once.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
obj.fire('test', 1, 2) // not going to get handled
Component.once
rebind(): void
Rebind all of the components layers.
void
removeNodeAnimations(nodeName: string, layerName?: string): void
Removes animations from a node in the loaded state graph.
string
The name of the node that should have its animation tracks removed.
string
The name of the anim component layer to update. If omitted the default layer is used.
void
removeStateGraph(): void
Removes all layers from the anim component.
void
reset(): void
Reset all of the components layers and parameters to their initial states. If a layer was playing before it will continue playing.
void
resetTrigger(name: string): void
Resets the value of a trigger parameter that was defined in the animation components state graph to false.
string
The name of the parameter to set.
void
setBoolean(name: string, value: boolean): void
Sets the value of a boolean parameter that was defined in the animation components state graph.
string
The name of the parameter to set.
boolean
The new boolean value to set this parameter to.
void
setFloat(name: string, value: number): void
Sets the value of a float parameter that was defined in the animation components state graph.
string
The name of the parameter to set.
number
The new float value to set this parameter to.
void
setInteger(name: string, value: number): void
Sets the value of an integer parameter that was defined in the animation components state graph.
string
The name of the parameter to set.
number
The new integer value to set this parameter to.
void
setTrigger(name: string, singleFrame?: boolean): void
Sets the value of a trigger parameter that was defined in the animation components state graph to true.
string
The name of the parameter to set.
boolean = false
If true, this trigger will be set back to false at the end of the animation update. Defaults to false.
void