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TftSequenceActionPlaySpineAnimation

14.16

Inheritance 1 ancestor · 63 siblings

Class Documentation

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A sequence action that plays a Spine animation on a TFT UI element.

At the start step:

  1. If EnableOnStart is set, the action enables the element.
  2. If the element is enabled, the action adds the animation of AnimationConfig to the element. If 0x457338e5 is set, it first clears the track.

The action never fails. If the element is disabled, or the skeleton has no animation of that name, nothing plays. At the stop step the action disables the element if DisableOnEnd is set.

Properties

0x457338e5

Bool = true
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When true, the action clears the track and resets the skeleton to its setup pose before it adds the animation, so the animation starts at once. When false, the animation is queued after the entry that the track is playing.

0x76df2a8b

Link<SequenceObjectSelector> = "0x0"
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Optional SequenceObjectSelector. When it is set, the action reads an integer parameter of the bound object and uses it as the instance index of the element. This lets one sequence address one copy of a repeated element, such as one slot of a row of cards. The code that plays the sequence writes the parameter.

AnimationConfig

Embed<0xd31bbf89>
Default value
{
  "DelayTime": 0,
  "SpeedScale": 1,
  "TrackIndex": 0,
  "AnimationName": "",
  "Loop": false
}
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The animation to add: AnimationName on the track TrackIndex. Loop repeats it, DelayTime is the delay in seconds before it starts, and SpeedScale multiplies its playback speed.

DisableOnEnd

Bool = true
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When true, the action disables the element at the stop step.

EnableOnStart

Bool = true
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When true, the action enables the element at the start step, before it adds the animation.