pub type State = State<Handle<UiNode>>;Expand description
UI-specific animation blending state machine state.
Aliased Type§
pub struct State {
pub position: Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>,
pub name: String,
pub on_enter_actions: Vec<StateActionWrapper<Handle<UiNode>>>,
pub on_leave_actions: Vec<StateActionWrapper<Handle<UiNode>>>,
pub root: Handle<PoseNode<Handle<UiNode>>>,
}Fields§
§position: Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>Position of state on the canvas. It is editor-specific data.
name: StringName of the state.
on_enter_actions: Vec<StateActionWrapper<Handle<UiNode>>>A set of actions that will be executed when entering the state.
on_leave_actions: Vec<StateActionWrapper<Handle<UiNode>>>A set of actions that will be executed when leaving the state.
root: Handle<PoseNode<Handle<UiNode>>>Root node of the state that provides the state with animation data.