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 driver is the one holding it.
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited