(animationName?: string, loop?: LoopMode, direction?: Direction, isStateMachine?: boolean) => void
animationName - Specifies which singular animation should be played. We highly recommend passing a value here
""loop - Specifies which LoopMode should be used for playing the animations.
LoopMode.Autodirection - Specifies which Direction should be used for playing the animations.
Direction.AutoisStateMachine - Specifies whether the passed in animationName is a state machine or just a linear animation.
false() => void
Example:
() => void
Example:
animationName or the first animation (if animationName hasn’t been passed) immediately if autoplay hasn’t been set to false explicitly.
Type: () => void
trigger identified by the inputName on all active matching state machines.
Type: (stateMachineName: string, inputName: string) => void
stateMachineName - Specifies state machine name which will be matched against all active state machines.inputName - Specifies the name of the trigger that should be fired.input state identified by the inputName on all active matching state machines to the given value.
Type: (stateMachineName: string, inputName: string, value: boolean | number) => void
stateMachineName - Specifies state machine name which will be matched against all active state machines.inputName - Specifies name of the input which state should be updated.value - Specifies a value that the input state should be set to.value) on a given text run (via textRunName).
Type: setTextRunValue: (textRunName: string, value: string) => void
textRunName - Name of the text run to set a new text value on. Read more on text runs here: Textvalue - Specifies a new text value that should be set on the text run