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Class AnimationManager

Hierarchy

  • System
    • AnimationManager

Implements

Index

Properties

Private _anims

_anims: MutableForwardIterator<AnimationState> = new MutableForwardIterator<AnimationState>([])

Private _blendStateBuffer

_blendStateBuffer: BlendStateBuffer = new BlendStateBuffer()

Private _crossFades

_crossFades: CrossFade[] = []

Private delayEvents

delayEvents: { args: any[]; fn: Function; thisArg: any }[] = []

Protected _executeInEditMode

_executeInEditMode: boolean = false

Protected _id

_id: string = ""

Protected _priority

_priority: number = 0

Private _sockets

_sockets: ISocketData[] = []

Static ID

ID: string = "animation"

Accessors

blendState

  • get blendState(): BlendStateBuffer

id

  • get id(): string
  • set id(id: string): void

priority

  • get priority(): number
  • set priority(value: number): void

Methods

addAnimation

addCrossFade

addSockets

destruct

  • destruct(): void

init

  • init(): void

postUpdate

  • postUpdate(dt: number): void
  • Post update function of the system, it will be invoked after all components late update phase and before the rendering process.

    Parameters

    • dt: number

      Delta time after the last frame

    Returns void

pushDelayEvent

  • pushDelayEvent(fn: Function, thisArg: any, args: any[]): void

removeAnimation

removeCrossFade

  • removeCrossFade(crossFade: CrossFade): void

removeSockets

  • removeSockets(root: Node, sockets: Socket[]): void

update

  • update(dt: number): void

Static sortByPriority

  • sortByPriority(a: System, b: System): 1 | 0 | -1

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