SkeletalAnimationTarget class final

Plays an animator graph's states on a 3-D model's skeleton: an entity with an AnimatorComponent, a ModelComponent and an AnimationPlayerComponent (which it drives). A transition's duration crossfades; a blend tree blends its motions, weighted by the graph's parameters every update. It sets what the player plays at run time (playingClip, playingSpeed, playingLoop), never what it saves.

Graphics3D registers it (context.animationTargets).

Inheritance

Constructors

SkeletalAnimationTarget()
The one target; it keeps no state.
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

drives(Entity entity) → bool
Whether this target plays on entity.
override
enter(Entity entity, AnimatorState state, {double fade = 0}) → void
entity enters state, blending from what it played over fade seconds where it can.
override
isComplete(Entity entity, AnimatorState state) → bool
Whether state's clip has played to its end and stopped.
override
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
progress(Entity entity, AnimatorComponent animator, AnimatorState state) → double
How far through state's clip entity is, 0–1; a looping clip counts on past 1, so an exit time is reached once and stays reached.
override
release(Entity entity) → void
entity's animator has gone — taken off, switched off, playing another graph: hand what it drove back to what was authored. What a target sets while it drives is runtime state only, never what a scene saves.
override
toString() → String
A string representation of this object.
inherited
update(Entity entity, AnimatorComponent animator, AnimatorState state, double deltaTime) → void
Once per update while in state, after the animator's parameters are filled: what a blend tree needs to weigh its motions.
override

Operators

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