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PositionAnimation

Description

This component creates an animation on an entity.

Properties

PropertyTypeDefaultDescription
targeteidundefinedThe target object to animate. If not specified, the animation is run on the object that the component is attached to.
fromXnumber0The starting X coordinate for the animation.
fromYnumber0The starting Y coordinate for the animation.
fromZnumber0The starting Z coordinate for the animation.
toXnumber0The target X coordinate for the animation.
toYnumber0The target Y coordinate for the animation.
toZnumber0The target Z coordinate for the animation.
autoFrombooleanfalseIf enabled, ignore 'fromX/Y/Z' properties and animate from the state of the object at the start of the animation.
durationnumber1000Length of time that the animation runs in milliseconds.
loopbooleantrueIf enabled, repeat the animation.
reversebooleanfalseWhether to play in reverse, if loop set.
easeInbooleanfalseIf enabled, easing function will be applied over time instead of straight interpolation
easeOutbooleanfalseIf enabled, easing function will be applied over time instead of straight interpolation
easingFunctionstring'Quadratic'Choose from Quadratic, Cubic, Quartic, Quintic, Sinusoidal, Exponential, Circular, Elastic, Back, and Bounce
shortestPathbooleanfalseIf enabled, The animation will take the shortest path to completion.

Functions

Get

Returns a read-only reference.

Example

ecs.PositionAnimation.get(world, component.eid)

Set

Ensures the component exists on the entity, then assigns the (optional) data to the component.

Example

ecs.PositionAnimation.set(world, component.eid, {
from: {
x: 0,
y: 0,
z: 0
},
to: {
x: 0,
y: 0,
z: 0
},
autoFrom: false,
duration: 1000,
loop: true,
reverse: false,
easeIn: false,
easeOut: false,
easingFunction: 'Quadratic'
})

Mutate

Perform an update to the component within a callback function. Return true to indicate no changes made.

Example

ecs.PositionAnimation.mutate(world, component.eid, (cursor) => {
cursor.to.x = 10;
cursor.to.y = 5;
cursor.duration = 2000;
return false;
})

Remove

Removes the component from the entity.

Example

ecs.PositionAnimation.remove(world, component.eid)

Has

Returns true if the component is present on the entity.

Example

ecs.PositionAnimation.has(world, component.eid)

Reset

Adds, or resets the component to its default state.

Example

ecs.PositionAnimation.reset(world, component.eid)

Advanced Functions

Cursor

Returns a mutable reference. Cursors are reused so only one cursor for each component can exist at a time.

Example
ecs.PositionAnimation.cursor(world, component.eid)

Acquire

Same behavior as cursor, but commit must be called after the cursor is done being used.

Example
ecs.PositionAnimation.acquire(world, component.eid)

Commit

Called after acquire. An optional third argument determines whether the cursor was mutated or not.

Example
ecs.PositionAnimation.commit(world, component.eid)
ecs.PositionAnimation.commit(world, component.eid, false)

Dirty

Mark the entity as having been mutated. Only needed in a specific case where systems are mutating data.

Example
ecs.PositionAnimation.dirty(world, component.eid)