AnimOnce
Since 0.6
Fields
| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
then | string | no | The state entered when this one ends. Left out, the animator returns to the state that was playing when this one began — and when that was itself a one-shot, to the state IT would have returned to, so one-shots that interrupt each other still come back to the idle underneath. Must be another state of this animator (animator-once-invalid). | ||
blendOut | number | no | Seconds, 0 or more: how long the hand-over blends. The next state starts this long before the clip's last frame, so the tail of the clip and the head of the next state mix instead of freezing on the last pose. Left out it is 0.2, the engine's default transition; 0 holds the last frame for one tick and cuts. | ||
interrupt | string[] | no | The states that may cut this one short. Left out, any state may: a set, a transition or a controller event ends the one-shot early. [] means none may — the clip always plays to the end and a change asked for meanwhile is dropped — and a list lets only those through, which is how a death or a stagger still cuts into an uninterruptible reload. Every name must be a state of this animator. | ||
event | string | no | The bus event raised when this state ends, whether it ran out or was cut short. Left out it is animation-end. The payload carries entity, state, clip, next and interrupted: next is the state that took over and interrupted is true when that was not this state's own hand-over. |