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struct

AnimationHandle

A unique identifier of a scheduled IAnimation, IAnimationWithEvents, or any sequence/combination of the two

Remarks
ChainChain<T>(AnimationHandle, T, Single, Int32)
IncludeInclude<T>(AnimationHandle, T)
PausePause(AnimationHandle)
ResumeResume(AnimationHandle)
CancelCancel(AnimationHandle)
CompleteComplete(AnimationHandle)

Constants

Infinite

A constant value used to indicate an indefinitely looping animation

Once

A constant value used to indicate a single animation iteration

Extension Methods

Cancel

Immediately cancels all the animations in the animation chain tied to this handle. No more update steps will run. This is safe to call on invalid handles.

Chain

Runs the provided animation after the animation (or animation group) represented by this handle has completed

Complete

Moves the animation tied to this handle into its last update step. If the animation is set to loop, this call to Complete will also move the animation into its final iteration, even if the loop is technically infinite. The animation will then run for that final frame.

Include (2 overloads)
  1. Runs the provided animation simultaneously with the animation represented by this handle. The new animation will inherit duration and iterations from the already scheduled animation.
  2. Runs the provided animation simultaneously with the animation represented by this handle
IsComplete

Indicates if an animation has run to completion

Pause

Pauses the animation referenced by this handle in its current state. The animation can be resumed at a future time.

Resume

Resumes a paused animation/animation chain

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