.play()
(animationNames?: string | string[], loop?: LoopMode, direction?: Direction, areStateMachines?: boolean) => void
animationNames
- Specifies which animations should be played. A string can be passed in the case of a single animation. If this argument hasn't been passed the first animation will be played.[]
LoopMode.Auto
Direction.Auto
areStateMachines
- Specifies whether passed animationNames
are state machines or just animations.false
.pause()
(animationNames?: string | string[], areStateMachines?: boolean) => void
animationNames
- Specifies which animations should be paused. A string can be passed in the case of a single animation. If this argument hasn't been passed all currently playing animations will be played.[]
areStateMachines
- Specifies whether passed animationNames
are state machines or just animations.false
.stop()
(animationNames?: string | string[], areStateMachines?: boolean) => void
animationNames
- Specifies which animations should be stopped. A string can be passed in the case of a single animation. If this argument hasn't been passed the whole artboard will be reset and paused.[]
areStateMachines
- Specifies whether passed animationNames
are state machines or just animations.false
.reset()
animationName
or the first animation (if animationName
hasn't been passed) immediately if autoplay
hasn't been set to false
explicitly.() => void
.fireState()
trigger
identified by the inputName
on all active matching state machines.(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..setInputState()
input
state identified by the inputName
on all active matching state machines to the given value
.(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.