◆ GetCurrentState()
| auto RavEngine::AnimatorComponent::Layer::GetCurrentState |
( |
| ) |
const |
|
inline |
- Returns
- the ID of the state the animator is currently playing
◆ Goto()
| void RavEngine::AnimatorComponent::Layer::Goto |
( |
anim_id_t |
newState, |
|
|
bool |
skipTransition = false |
|
) |
| |
Transitions to the new state. If the current state has a transition to the target state, that transition is played. Otherwise, the state machine simply jumps to the target state without a transition.
- Parameters
-
| newState | the state to switch to |
◆ InsertState()
| void RavEngine::AnimatorComponent::Layer::InsertState |
( |
const State & |
state | ) |
|
|
inline |
Add a state to the state machine
- Parameters
-
◆ Play()
| void RavEngine::AnimatorComponent::Layer::Play |
( |
float |
resetPlayhead = false | ) |
|
Begin playing this AnimatorController
- Parameters
-
| resetPlayhead | true if the time of this animator should be reset (for nonlooping animations), false to resume where paused (for looping animations) |
The documentation for this struct was generated from the following files: