Engine API Reference - v2.6.1
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    Class AnimComponentLayer

    The Anim Component Layer allows managers a single layer of the animation state graph.

    Index

    Accessors

    • get activeStateProgress(): number

      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.

      Returns number

    • get mask(): any

      Gets the mask of bones which should be animated or ignored by this layer.

      Returns any

    • set mask(value: any): void

      Sets the mask of bones which should be animated or ignored by this layer.

      Parameters

      • value: any

      Returns void

      entity.anim.baseLayer.mask = {
      // include the spine of the current model and all of its children
      "path/to/spine": {
      children: true
      },
      // include the hip of the current model but not all of its children
      "path/to/hip": true
      };

    Methods

    • 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.

      Parameters

      • nodePath: string

        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").

      • animTrack: AnimTrack

        The animation track that will be assigned to this state and played whenever this state is active.

      • Optionalspeed: number

        Update the speed of the state you are assigning an animation to. Defaults to 1.

      • Optionalloop: boolean

        Update the loop property of the state you are assigning an animation to. Defaults to true.

      Returns void

    • Blend from the current weight value to the provided weight value over a given amount of time.

      Parameters

      • weight: number

        The new weight value to blend to.

      • time: number

        The duration of the blend in seconds.

      Returns void

    • Returns an object holding the animation asset id that is associated with the given state.

      Parameters

      • stateName: string

        The name of the state to get the asset for.

      Returns { asset: number }

      An object containing the animation asset id associated with the given state.

    • Start playing the animation in the current state.

      Parameters

      • Optionalname: string

        If provided, will begin playing from the start of the state with this name.

      Returns void

    • Removes animations from a node in the loaded state graph.

      Parameters

      • nodeName: string

        The name of the node that should have its animation tracks removed.

      Returns void

    • Transition to any state in the current layers graph. Transitions can be instant or take an optional blend time.

      Parameters

      • to: string

        The state that this transition will transition to.

      • Optionaltime: number = 0

        The duration of the transition in seconds. Defaults to 0.

      • OptionaltransitionOffset: number = null

        If 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.

      Returns void