Create a new AnimState instance.
The controller this AnimState is associated with.
The name of the state. Used to find this state when the controller transitions between states and links animations.
Optional
speed: number = 1The speed animations in the state should play at. Individual AnimNodes can override this value.
Optional
loop: boolean = trueDetermines whether animations in this state should loop.
Optional
blendTree: anyIf supplied, the AnimState will recursively build a AnimBlendTree hierarchy, used to store, blend and play multiple animations.
Defines a single state that the controller can be in. Each state contains either a single AnimNode or a AnimBlendTree of multiple AnimNodes, which will be used to animate the Entity while the state is active. An AnimState will stay active and play as long as there is no AnimTransition with its conditions met that has that AnimState as its source state.