Class AnimationData
Provides animation data for the ApplyAnimation function.
[NativeMarshalling(typeof(AnimationDataMarshaller))]
public record AnimationData : IEquatable<AnimationData>
- Inheritance
-
AnimationData
- Implements
- Inherited Members
Constructors
AnimationData(AnimationData)
protected AnimationData(AnimationData original)
Parameters
originalAnimationData
AnimationData(float, bool, bool, bool, bool, uint, string, string)
Provides animation data for the ApplyAnimation function.
public AnimationData(float Delta, bool Loop, bool LockX, bool LockY, bool Freeze, uint Time, string Library, string Name)
Parameters
DeltafloatThe speed to play the animation.
LoopboolIf set to 1, the animation will loop. If set to 0, the animation will play once.
LockXboolIf set to 0, the player is returned to their old X coordinate once the animation is complete (for animations that move the player such as walking). 1 will not return them to their old position.
LockYboolSame as above but for the Y axis. Should be kept the same as the previous parameter.
FreezeboolSetting this to 1 will freeze the player at the end of the animation. 0 will not.
TimeuintTimer in milliseconds. For a never-ending loop it should be 0.
LibrarystringThe animation library of the animation to apply.
NamestringThe name of the animation to apply.
Properties
Delta
The speed to play the animation.
public float Delta { get; init; }
Property Value
EqualityContract
protected virtual Type EqualityContract { get; }
Property Value
Freeze
Setting this to 1 will freeze the player at the end of the animation. 0 will not.
public bool Freeze { get; init; }
Property Value
Library
The animation library of the animation to apply.
public string Library { get; init; }
Property Value
LockX
If set to 0, the player is returned to their old X coordinate once the animation is complete (for animations that move the player such as walking). 1 will not return them to their old position.
public bool LockX { get; init; }
Property Value
LockY
Same as above but for the Y axis. Should be kept the same as the previous parameter.
public bool LockY { get; init; }
Property Value
Loop
If set to 1, the animation will loop. If set to 0, the animation will play once.
public bool Loop { get; init; }
Property Value
Name
The name of the animation to apply.
public string Name { get; init; }
Property Value
Time
Timer in milliseconds. For a never-ending loop it should be 0.
public uint Time { get; init; }
Property Value
Methods
Deconstruct(out float, out bool, out bool, out bool, out bool, out uint, out string, out string)
public void Deconstruct(out float Delta, out bool Loop, out bool LockX, out bool LockY, out bool Freeze, out uint Time, out string Library, out string Name)
Parameters
Equals(AnimationData?)
public virtual bool Equals(AnimationData? other)
Parameters
otherAnimationData
Returns
Equals(object?)
public override bool Equals(object? obj)
Parameters
objobject
Returns
GetHashCode()
public override int GetHashCode()
Returns
PrintMembers(StringBuilder)
protected virtual bool PrintMembers(StringBuilder builder)
Parameters
builderStringBuilder
Returns
ToString()
public override string ToString()
Returns
Operators
operator ==(AnimationData?, AnimationData?)
public static bool operator ==(AnimationData? left, AnimationData? right)
Parameters
leftAnimationDatarightAnimationData
Returns
operator !=(AnimationData?, AnimationData?)
public static bool operator !=(AnimationData? left, AnimationData? right)
Parameters
leftAnimationDatarightAnimationData