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

Constructor

new(name:String, timelines:Array<Timeline>, duration:Float)

Variables

Methods

getTimelines():Array<Timeline>

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

hasTimeline(propertyIds:StringArray):Bool

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

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.

apply(skeleton:Skeleton, lastTime:Float, time:Float, loop:Bool, events: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 #getDuration()}. @link DrawOrderTimeline} or {@link AttachmentTimeline}.

Parameters:

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

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

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

If true, the animation repeats after the {

events

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

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

Controls how mixing is applied when alpha < 1.

direction

Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions, such as {

getName():String

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