Rive Ref Methods
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Once you have access to the Rive ref object, there are a number of methods available to invoke for controlling animations and state machines.
.play()
.play()
A reference method that will play a singular animation or state machine. For an animation currently playing it is a no-op.
Type: (animationName?: string, loop?: LoopMode, direction?: Direction, isStateMachine?: boolean) => void
animationName
- Specifies which singular animation should be played. We highly recommend passing a value hereDefault:
""
loop
- Specifies whichLoopMode
should be used for playing the animations.Default:
LoopMode.Auto
direction
- Specifies whichDirection
should be used for playing the animations.Default:
Direction.Auto
isStateMachine
- Specifies whether the passed inanimationName
is a state machine or just a linear animation.Default:
false
Example:
.pause()
.pause()
A reference method that will pause any playing animation/state machine. For the animations currently stopped/paused it is no-op.
Type: () => void
Example:
.stop()
.stop()
A reference method that will stop an animation/state machine. For the animations currently stopped/paused it is no-op.
Type: () => void
Example:
.reset()
.reset()
A reference method that will reset the whole artboard. It will play animationName
or the first animation (if animationName
hasn't been passed) immediately if autoplay
hasn't been set to false
explicitly.
Type: () => void
.fireState()
.fireState()
A reference method that will fire 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 thetrigger
that should be fired.
Example
.setInputState()
.setInputState()
A reference method that will set 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 theinput
which state should be updated.value
- Specifies a value that theinput
state should be set to.
Example:
.setTextRunValue()
.setTextRunValue()
A reference method that will set a text run value (via 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 herevalue
- Specifies a new text value that should be set on the text run
Example:
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