Gets the currently active state name.
Gets the active state's time in seconds.
Sets the active state's time in seconds.
Gets the currently active states duration.
Gets the currently active state's progress as a value normalized by the state's animation duration. Looped animations will return values greater than 1.
Gets the mask of bones which should be animated or ignored by this layer.
Sets the mask of bones which should be animated or ignored by this layer.
Returns the name of the layer.
Returns true if a state graph has been loaded and all states in the graph have been assigned animation tracks.
Gets whether this layer is currently playing.
Sets whether this layer is currently playing.
Gets the previously active state name.
Gets all available states in this layers state graph.
Gets whether the anim component layer is currently transitioning between states.
Gets the progress, if the anim component layer is currently transitioning between states. Otherwise returns null.
Sets the blending weight of this layer.
Sets the blending weight of this layer. Used when calculating the value of properties that are animated by more than one layer.
Assigns an animation track to a state or blend tree node in the current graph. If a state for the given nodePath doesn't exist, it will be created. If all states nodes are linked and the AnimComponent#activate value was set to true then the component will begin playing.
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.
Optional
speed: numberUpdate the speed of the state you are assigning an animation to. Defaults to 1.
Optional
loop: booleanUpdate the loop property of the state you are assigning an animation to. Defaults to true.
Blend from the current weight value to the provided weight value over a given amount of time.
The new weight value to blend to.
The duration of the blend in seconds.
Returns an object holding the animation asset id that is associated with the given state.
The name of the state to get the asset for.
An object containing the animation asset id associated with the given state.
Pause the animation in the current state.
Start playing the animation in the current state.
Optional
name: stringIf provided, will begin playing from the start of the state with this name.
Rebind any animations in the layer to the currently present components and model of the anim components entity.
Removes animations from a node in the loaded state graph.
The name of the node that should have its animation tracks removed.
Reset the animation component to its initial state, including all parameters. The system will be paused.
Transition to any state in the current layers graph. Transitions can be instant or take an optional blend time.
The state that this transition will transition to.
Optional
time: number = 0The duration of the transition in seconds. Defaults to 0.
Optional
transitionOffset: number = nullIf provided, the destination state will begin playing its animation at this time. Given in normalized time, based on the states duration & must be between 0 and 1. Defaults to null.
The Anim Component Layer allows managers a single layer of the animation state graph.