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Class AnimationData

Hierarchy

Implements

Index

Accessors

animationData

created

  • get created(): Promise<void>

id

  • The unique id of this asset. Use this to reference this asset in actors, etc.

    inheritdoc

    Returns Guid

internal

  • get internal(): AssetInternal

material

mesh

  • Only populated when this asset is a mesh. An asset will have only one of these types specified.

    inheritdoc

    Returns Mesh

name

  • get name(): string
  • A human-readable string identifying the asset. Not required to be unique, but can be referenced by name if it is.

    inheritdoc

    Returns string

prefab

sound

source

texture

tracks

Methods

bind

  • Bind this animation data to one or more targets to create an Animation.

    throws

    [[MreValidationError]] If the provided targets argument does not exactly match in contents and types to what the data expects. See targets.

    Parameters

    • targets: {}

      A map of placeholder names to real objects. The names and types must match those in targets.

    • Optional initialState: Partial<AnimationLike>

      Initial properties for the new animation.

    Returns Promise<Animation>

duration

  • duration(): number

targets

  • targets(): any