Create a new AnimationComponent instance.
The ComponentSystem that created this component.
The Entity that this component is attached to.
Private
_animationsPrivate
_assetsPrivate
_loopIf true the first animation asset will begin playing when the scene is loaded.
Private
blendPrivate
blendPrivate
blendingPrivate
currThe Entity that this Component is attached to.
Private
prevGet the skeleton for the current model. If the model is loaded from glTF/glb, then the skeleton is null.
Speed multiplier for animation play back. 1 is playback at normal speed and 0 pauses the animation.
The ComponentSystem used to create this Component.
Get or set dictionary of animations by name.
Get or set the current time position (in seconds) of the animation.
Get the duration in seconds of the current animation. Returns 0 if no animation is playing.
Enables or disables the component.
If true the animation will restart from the beginning when it reaches the end.
Private
_createPrivate
_resetPrivate
_stopFire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message');
Test if there are any handlers bound to an event name.
The name of the event to test.
True if the object has handlers bound to the specified event name.
obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false
Private
loadDetach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
Self for chaining.
const handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
Attach an event handler to an event.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
const evt = obj.on('test', function (a, b) {
console.log(a + b);
});
// some time later
evt.off();
Private
onPrivate
Handle asset change events.
The asset that changed.
The name of the asset attribute that changed. Can be 'data', 'file', 'resource' or 'resources'.
The new value of the specified asset property.
The old value of the specified asset property.
Private
onPrivate
The asset that was removed.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled
The Animation Component allows an Entity to playback animations on models.