Animation

spine.Animation (Class)

Stores a list of timelines to animate a skeleton's pose over time.

Instance Members

spine
name: String



spine
duration: Float

spine
getTimelines(): spine.support.utils.Array<Timeline>

If the returned array or the timelines it contains are modified, {@link #setTimelines(Array)} must be called.

Returns
spine.support.utils.Array<Timeline>

spine
setTimelines(timelines: spine.support.utils.Array<Timeline>): Void
Name Type
timelines spine.support.utils.Array<Timeline>

spine
hasTimeline(propertyIds: spine.support.utils.StringArray): Bool

Returns true if this animation contains a timeline with any of the specified property IDs.

Name Type
propertyIds spine.support.utils.StringArray
Returns
Bool

spine
getDuration(): Float

The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is used to know when it has completed and when it should loop back to the start.

Returns
Float

spine
setDuration(duration: Float): Void
Name Type
duration Float

spine
apply(skeleton: Skeleton, lastTime: Float, time: Float, loop: Bool, events: spine.support.utils.Array<Event>, alpha: Float, blend: MixBlend, direction: MixDirection): Void

Applies the animation's timelines to the specified skeleton.

See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. @link #getDuration()} and loop is true then the animation will repeat, else the last frame will be applied. @link DrawOrderTimeline} or {@link AttachmentTimeline}.

Name Type Description
skeleton Skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton components the timelines may change.
lastTime Float The last time in seconds this animation was applied. Some timelines trigger only at specific times rather than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
time Float The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after this time and interpolate between the frame values. If beyond the {
loop Bool If true, the animation repeats after the {
events spine.support.utils.Array<Event> If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines fire events.
alpha Float 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between 0 and 1 applies values between the current or setup values and the timeline values. By adjusting alpha over time, an animation can be mixed in or out. alpha can also be useful to apply animations on top of each other (layering).
blend MixBlend Controls how mixing is applied when alpha < 1.
direction MixDirection Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions, such as {

spine
getName(): String

The animation's name, which is unique across all animations in the skeleton.

Returns
String

spine
toString(): String
Returns
String

spine
new(name: String, timelines: spine.support.utils.Array<Timeline>, duration: Float): Void
Name Type
name String
timelines spine.support.utils.Array<Timeline>
duration Float

Private Members

spine
hashCode: Int