Playable class abstract
Anything that can play: a duration and a total apply — a child before its window applies at 0, after it at its end (the hold rule, one level up). Groups, whole motions and combinators are all this one thing, which is what makes independent play the same call as playing the motion.
- Implementers
Constructors
- Playable()
Properties
-
clock
→ SceneValue<
Duration> -
Where this playable was last applied — scene time, for what is drawn by
the clock rather than by a track: a shader pass's
uTime. Every apply records it before it writes; one never applied is at zero, and a player's stop puts it back there. A child's is its own local time.final - duration → Duration
-
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- position → Duration
-
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
apply(
Duration t) → void -
claimDriver(
Object driver) → void - Claim exclusive drive. Refuses (with the fix) when another driver holds it; re-claiming by the same driver is a no-op.
-
clearFx(
) → void - Remove this playable's contributions — cancel semantics: the authored values were never touched (probed).
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
releaseDriver(
Object driver) → void -
Release, if
driveris the one holding it. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited