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    Class SceneAnimationPlayer

    The scene animation playback actor.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    SceneAnimationPlayer
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/Animation/Scene Animation")]
    [ActorToolbox("Other", "Scene Animation")]
    [Unmanaged]
    public class SceneAnimationPlayer : Actor, ISerializable

    Constructors

    SceneAnimationPlayer()

    Initializes a new instance of the SceneAnimationPlayer.

    Declaration
    public SceneAnimationPlayer()

    Properties

    Animation

    The scene animation to play.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(0)]
    [Unmanaged]
    public SceneAnimation Animation { get; set; }
    Property Value
    SceneAnimation

    IsPaused

    Gets the value that determines whether the scene animation is paused.

    Declaration
    [Unmanaged]
    public bool IsPaused { get; }
    Property Value
    System.Boolean

    IsPlaying

    Gets the value that determines whether the scene animation is playing.

    Declaration
    [Unmanaged]
    public bool IsPlaying { get; }
    Property Value
    System.Boolean

    IsStopped

    Gets the value that determines whether the scene animation is stopped.

    Declaration
    [Unmanaged]
    public bool IsStopped { get; }
    Property Value
    System.Boolean

    Loop

    Determines whether the scene animation should loop when it finishes playing.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(40)]
    [Unmanaged]
    public bool Loop { get; set; }
    Property Value
    System.Boolean

    PlayOnStart

    Determines whether the scene animation should auto play on game start.

    Declaration
    [EditorDisplay("Scene Animation", "Play On Start")]
    [EditorOrder(50)]
    [Unmanaged]
    public bool PlayOnStart { get; set; }
    Property Value
    System.Boolean

    RandomStartTime

    Determines whether the scene animation should randomize the start time on play begin.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(60)]
    [Unmanaged]
    public bool RandomStartTime { get; set; }
    Property Value
    System.Boolean

    RestoreStateOnStop

    Determines whether the scene animation should restore initial state on playback stop. State is cached when animation track starts play after being stopped (not paused).

    Declaration
    [EditorDisplay("Scene Animation", "Restore State On Stop")]
    [EditorOrder(70)]
    [Unmanaged]
    public bool RestoreStateOnStop { get; set; }
    Property Value
    System.Boolean

    Speed

    The animation playback speed factor. Scales the timeline update delta time. Can be used to speed up or slow down the sequence.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(10)]
    [Unmanaged]
    public float Speed { get; set; }
    Property Value
    System.Single

    StartTime

    The animation start time. Can be used to skip part of the sequence on begin.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(20)]
    [Unmanaged]
    public float StartTime { get; set; }
    Property Value
    System.Single

    UpdateMode

    The animation update mode.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(80)]
    [Unmanaged]
    public SceneAnimationPlayer.UpdateModes UpdateMode { get; set; }
    Property Value
    SceneAnimationPlayer.UpdateModes

    UsePrefabObjects

    Determines whether the scene animation should automatically map prefab objects from scene animation into prefab instances. Useful for reusable animations to automatically link prefab objects.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(100)]
    [Unmanaged]
    public bool UsePrefabObjects { get; set; }
    Property Value
    System.Boolean

    UseTimeScale

    Determines whether the scene animation should take into account the global game time scale for simulation updates.

    Declaration
    [EditorDisplay("Scene Animation", null)]
    [EditorOrder(30)]
    [Unmanaged]
    public bool UseTimeScale { get; set; }
    Property Value
    System.Boolean

    Methods

    MapObject(Guid, Guid)

    Adds an object mapping. The object from represented by it's unique ID will be redirected to the specified to. Can be used to reuse the same animation for different objects.

    Declaration
    [Unmanaged]
    public void MapObject(Guid from, Guid to)
    Parameters
    System.Guid from

    The source object from the scene animation asset to replace.

    System.Guid to

    The destination object to animate.

    MapTrack(String, Guid)

    Adds an object mapping for the object track. The track name from will be redirected to the specified object to. Can be used to reuse the same animation for different objects.

    Declaration
    [Unmanaged]
    public void MapTrack(string from, Guid to)
    Parameters
    System.String from

    The source track name from the scene animation asset to replace.

    System.Guid to

    The destination object to animate.

    Pause()

    Pauses the animation. Has no effect if animation is not playing.

    Declaration
    [Unmanaged]
    public void Pause()

    Play()

    Starts playing the animation. Has no effect if animation is already playing.

    Declaration
    [Unmanaged]
    public void Play()

    Stop()

    Stops playing the animation. Has no effect if animation is already stopped.

    Declaration
    [Unmanaged]
    public void Stop()

    Tick(Single)

    Manually ticks the animation by performing the playback update with a given time delta.

    Declaration
    [Unmanaged]
    public void Tick(float dt)
    Parameters
    System.Single dt

    The update delta time (in seconds). It does not get scaled by player Speed parameter.

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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