#include <UiFlipbookAnimationBus.h>
Inherits AZ::ComponentBus.
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virtual void | Start ()=0 |
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virtual void | Stop ()=0 |
| Stops animation playback.
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virtual bool | IsPlaying ()=0 |
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virtual AZ::u32 | GetStartFrame ()=0 |
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virtual void | SetStartFrame (AZ::u32 startFrame)=0 |
| Sets the starting frame of the animation.
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virtual AZ::u32 | GetEndFrame ()=0 |
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virtual void | SetEndFrame (AZ::u32 endFrame)=0 |
| Sets the ending frame of the animation.
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virtual AZ::u32 | GetCurrentFrame ()=0 |
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virtual void | SetCurrentFrame (AZ::u32 currentFrame)=0 |
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virtual AZ::u32 | GetLoopStartFrame ()=0 |
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virtual void | SetLoopStartFrame (AZ::u32 loopStartFrame)=0 |
| Sets the starting frame for looping sequences.
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virtual LoopType | GetLoopType ()=0 |
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virtual void | SetLoopType (LoopType loopType)=0 |
| Sets the LoopType of the flipbook animation.
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virtual float | GetFramerate ()=0 |
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virtual void | SetFramerate (float framerate)=0 |
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virtual FramerateUnits | GetFramerateUnit ()=0 |
| Gets the framerate unit.
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virtual void | SetFramerateUnit (FramerateUnits framerateUnit)=0 |
| Sets the framerate unit.
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virtual float | GetStartDelay ()=0 |
| Gets the delay (in seconds) before playing the flipbook (applied only once during playback).
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virtual void | SetStartDelay (float startDelay)=0 |
| Sets the delay (in seconds) before playing the flipbook (applied only once during playback).
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virtual float | GetLoopDelay ()=0 |
| Gets the delay (in seconds) before playing the loop sequence.
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virtual void | SetLoopDelay (float loopDelay)=0 |
| Sets the delay (in seconds) before playing the loop sequence.
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virtual float | GetReverseDelay ()=0 |
| Gets the delay (in seconds) before playing the reverse loop sequence (PingPong loop types only).
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virtual void | SetReverseDelay (float reverseDelay)=0 |
| Sets the delay (in seconds) before playing the reverse loop sequence (PingPong loop types only).
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virtual bool | GetIsAutoPlay ()=0 |
| Returns true if the animation will begin playing when the component activates, false otherwise.
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virtual void | SetIsAutoPlay (bool isAutoPlay)=0 |
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Bus that defines the interface for flipbook animations.
A flipbook animation component exists on an entity that has an image component and interacts with the image bus to achieve its functionality (such as by manipulating sprite-sheet indices).
◆ FramerateUnits
Units of speed for framerate.
Enumerator |
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FPS | Framerate of animation.
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SecondsPerFrame | Number of seconds to wait before playing next frame.
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◆ LoopType
Defines the looping behavior when playing back a flipbook animation.
Enumerator |
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None | No looping behavior.
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Linear | When end frame is reached, next frame will be the loop start frame.
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PingPong | When end frame is reached, next frame will be the previous frame, continuing in reverse until the start frame is reached.
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◆ GetCurrentFrame()
virtual AZ::u32 UiFlipbookAnimationInterface::GetCurrentFrame |
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pure virtual |
- Returns
- The current frame of the animation that's being rendered.
◆ GetEndFrame()
virtual AZ::u32 UiFlipbookAnimationInterface::GetEndFrame |
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pure virtual |
- Returns
- End frame of the animation.
◆ GetFramerate()
virtual float UiFlipbookAnimationInterface::GetFramerate |
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pure virtual |
Gets the speed used to determine when to transition to the next frame.
Framerate is defined relative to unit of time, specified by FramerateUnits.
See GetFramerateUnit, SetFramerateUnit.
◆ GetLoopStartFrame()
virtual AZ::u32 UiFlipbookAnimationInterface::GetLoopStartFrame |
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pure virtual |
This frame is distinct from the start frame and allows a "lead in" seqence of frames to play leading up to the looping animation. The frames that occur prior to the loop start frame will only play once.
- Returns
- The frame to start the loop from.
◆ GetLoopType()
virtual LoopType UiFlipbookAnimationInterface::GetLoopType |
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pure virtual |
- Returns
- The LoopType of the flipbook animation.
◆ GetStartFrame()
virtual AZ::u32 UiFlipbookAnimationInterface::GetStartFrame |
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pure virtual |
- Returns
- The starting frame of the animation.
◆ IsPlaying()
virtual bool UiFlipbookAnimationInterface::IsPlaying |
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pure virtual |
- Returns
- True if the flipbook animation is currently playing, false otherwise.
◆ SetCurrentFrame()
virtual void UiFlipbookAnimationInterface::SetCurrentFrame |
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AZ::u32 |
currentFrame | ) |
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pure virtual |
Sets the current frame of the animation to render.
If the animation is currently playing, this will effectively "skip" to the given frame.
◆ SetFramerate()
virtual void UiFlipbookAnimationInterface::SetFramerate |
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float |
framerate | ) |
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pure virtual |
Sets the speed used to determine when to transition to the next frame.
Framerate is defined relative to unit of time, specified by FramerateUnits.
See GetFramerateUnit, SetFramerateUnit.
◆ SetIsAutoPlay()
virtual void UiFlipbookAnimationInterface::SetIsAutoPlay |
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bool |
isAutoPlay | ) |
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pure virtual |
Sets whether the animation will automatically begin playing.
This flag is ignored after the component has activated.
◆ Start()
virtual void UiFlipbookAnimationInterface::Start |
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pure virtual |
Start the animation sequence, beginning at the start frame.
If a LoopType other than None has been set, the animation won't stop unless explicitly done so (or the image is unloaded/destroyed).
The documentation for this class was generated from the following file:
- Gems/LyShine/Code/Include/LyShine/Bus/UiFlipbookAnimationBus.h