(animationName?: string, loop?: LoopMode, direction?: Direction, isStateMachine?: boolean) => void
animationName
- Specifies which singular animation should be played. We highly recommend passing a value here
""
loop
- Specifies which LoopMode
should be used for playing the animations.
LoopMode.Auto
direction
- Specifies which Direction
should be used for playing the animations.
Direction.Auto
isStateMachine
- Specifies whether the passed in animationName
is a state machine or just a linear animation.
false
() => void
Example:
() => void
Example:
animationName
or the first animation (if animationName
hasn’t been passed) immediately if autoplay
hasn’t been set to false
explicitly.
Type: () => void
trigger
identified by the inputName
on all active matching state machines.
Type: (stateMachineName: string, inputName: string) => void
stateMachineName
- Specifies state machine name which will be matched against all active state machines.inputName
- Specifies the name of the trigger
that should be fired.input
state identified by the inputName
on all active matching state machines to the given value
.
Type: (stateMachineName: string, inputName: string, value: boolean | number) => void
stateMachineName
- Specifies state machine name which will be matched against all active state machines.inputName
- Specifies name of the input
which state should be updated.value
- Specifies a value that the input
state should be set to.value
) on a given text run (via textRunName
).
Type: setTextRunValue: (textRunName: string, value: string) => void
textRunName
- Name of the text run to set a new text value on. Read more on text runs here: Textvalue
- Specifies a new text value that should be set on the text run