Provides an interface for assigning uv-based sprite sheet animation data sets to mesh-based entity objects and controlling the various available states of animation through an interative playhead that can be automatically updated or manually triggered.

Constructor

new(spriteSheetAnimationSet:SpriteSheetAnimationSet)

Creates a new SpriteSheetAnimator object.

Parameters:

spriteSheetAnimationSet

The animation data set containing the sprite sheet animation states used by the animator.

Variables

read onlycurrentFrameNumber:Int

fps:Int

reverse:Bool

read onlytotalFrames:Int

Methods

gotoAndPlay(frameNumber:Int):Void

gotoAndStop(frameNumber:Int):Void

@:value({ offset : null, transition : null })play(name:String, ?transition:IAnimationTransition, ?offset:Float):Void

@inheritDoc

setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:Int, vertexStreamOffset:Int, camera:Camera3D):Void

@inheritDoc

Inherited Variables

Defined by AnimatorBase

read onlyabsoluteTime:Int

read onlyactiveAnimationName:String

read onlyassetType:String

time:Int

@:value(true)updatePosition:Bool = true

Enables translation of the animated mesh from data returned per frame via the positionDelta property of the active animation node. Defaults to true.

See also:

  • away3d.animators.states.IAnimationState#positionDelta

Defined by NamedAssetBase

read onlyassetFullPath:Array<Dynamic>

read onlyassetNamespace:String

id:String

name:String

read onlyoriginalName:String

Inherited Methods

Defined by AnimatorBase

dispose():Void

@inheritDoc

phase(value:Float):Void

Sets the animation phase of the current active state's animation clip(s).

Parameters:

value

The phase value to use. 0 represents the beginning of an animation clip, 1 represents the end.

@:value({ offset : 0 })reset(name:String, offset:Int = 0):Void

start():Void

Resumes the automatic playback clock controling the active state of the animator.

stop():Void

Pauses the automatic playback clock of the animator, in case manual updates are required via the time property or update() method.

See also:

  • time

  • update()

update(time:Int):Void

Provides a way to manually update the active state of the animator when automatic updates are disabled.

See also:

  • stop()

  • autoUpdate

Defined by NamedAssetBase

assetPathEquals(name:String, ns:String):Bool

@:value({ overrideOriginal : true, ns : null })resetAssetPath(name:String, ?ns:String, overrideOriginal:Bool = true):Void