Class SceneAnimationPlayer
The scene animation playback actor.
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[ActorContextMenu("New/Animation/Scene Animation")]
[ActorToolbox("Other", "Scene Animation")]
[Unmanaged]
public class SceneAnimationPlayer : Actor, ISerializable
Constructors
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. |