Engine API Reference
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    Class AnimationComponent

    The Animation Component allows an Entity to playback animations on models.

    Hierarchy (View Summary)

    Index

    Properties

    activate: boolean = true

    If true, the first animation asset will begin playing when the scene is loaded.

    entity: Entity

    The Entity that this Component is attached to.

    skeleton: null | Skeleton = null

    Get the skeleton for the current model. If the model is loaded from glTF/glb, then the skeleton is null.

    speed: number = 1

    Speed multiplier for animation play back. 1 is playback at normal speed and 0 pauses the animation.

    The ComponentSystem used to create this Component.

    Accessors

    • get animations(): {}

      Gets the dictionary of animations by name.

      Returns {}

    • set animations(value: {}): void

      Sets the dictionary of animations by name.

      Parameters

      • value: {}

      Returns void

    • get assets(): (number | Asset)[]

      Gets the array of animation assets or asset ids.

      Returns (number | Asset)[]

    • set assets(value: (number | Asset)[]): void

      Sets the array of animation assets or asset ids.

      Parameters

      • value: (number | Asset)[]

      Returns void

    • get currentTime(): number

      Gets the current time position (in seconds) of the animation.

      Returns number

    • set currentTime(currentTime: number): void

      Sets the current time position (in seconds) of the animation.

      Parameters

      • currentTime: number

      Returns void

    • get duration(): number

      Gets the duration in seconds of the current animation. Returns 0 if no animation is playing.

      Returns number

    • get enabled(): boolean

      Gets the enabled state of the component.

      Returns boolean

    • set enabled(arg: boolean): void

      Sets the enabled state of the component.

      Parameters

      • arg: boolean

      Returns void

    • get loop(): boolean

      Gets whether the animation will restart from the beginning when it reaches the end.

      Returns boolean

    • set loop(value: boolean): void

      Sets whether the animation will restart from the beginning when it reaches the end.

      Parameters

      • value: boolean

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Return an animation.

      Parameters

      • name: string

        The name of the animation asset.

      Returns Animation

      An Animation.

    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Detach 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.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (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
    • Start playing an animation.

      Parameters

      • name: string

        The name of the animation asset to begin playing.

      • OptionalblendTime: number = 0

        The time in seconds to blend from the current animation state to the start of the animation being set. Defaults to 0.

      Returns void