pub type StateAction = StateAction<Handle<UiNode>>;Expand description
UI-specific animation blending state machine state action.
Aliased Type§
pub enum StateAction {
None,
RewindAnimation(Handle<Animation<Handle<UiNode>>>),
EnableAnimation(Handle<Animation<Handle<UiNode>>>),
DisableAnimation(Handle<Animation<Handle<UiNode>>>),
EnableRandomAnimation(Vec<Handle<Animation<Handle<UiNode>>>>),
}Variants§
None
No action.
RewindAnimation(Handle<Animation<Handle<UiNode>>>)
Rewinds the animation.
EnableAnimation(Handle<Animation<Handle<UiNode>>>)
Enables the animation.
DisableAnimation(Handle<Animation<Handle<UiNode>>>)
Disables the animation.
EnableRandomAnimation(Vec<Handle<Animation<Handle<UiNode>>>>)
Enables random animation from the list. It could be useful if you want to add randomization to your state machine. For example, you may have few melee attack animations and all of them are suitable for every situation, in this case you can add randomization to make attacks less predictable.