State

Type Alias State 

Source
pub type State = State<Handle<Node>>;
Expand description

Scene 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<Node>>>,
    pub on_leave_actions: Vec<StateActionWrapper<Handle<Node>>>,
    pub root: Handle<PoseNode<Handle<Node>>>,
}

Fields§

§position: Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>

Position of state on the canvas. It is editor-specific data.

§name: String

Name of the state.

§on_enter_actions: Vec<StateActionWrapper<Handle<Node>>>

A set of actions that will be executed when entering the state.

§on_leave_actions: Vec<StateActionWrapper<Handle<Node>>>

A set of actions that will be executed when leaving the state.

§root: Handle<PoseNode<Handle<Node>>>

Root node of the state that provides the state with animation data.