Contents

makeActionAnimation(for:duration:name:bindTarget:blendLayer:repeatMode:fillMode:trimStart:trimEnd:trimDuration:offset:delay:speed:)

Creates an action animation containing a single event definition from an action.

Declaration

@MainActor @preconcurrency static func makeActionAnimation<T>(for action: T, duration: TimeInterval = 1.0, name: String = "", bindTarget: BindTarget? = nil, blendLayer: Int32 = 0, repeatMode: AnimationRepeatMode = .none, fillMode: AnimationFillMode = [], trimStart: TimeInterval? = nil, trimEnd: TimeInterval? = nil, trimDuration: TimeInterval? = nil, offset: TimeInterval = 0, delay: TimeInterval = 0, speed: Float = 1.0) throws -> AnimationResource where T : EntityAction

Parameters

  • action:

    The user action.

  • duration:

    The event interval’s duration.

  • name:

    A textual name for the animation.

  • bindTarget:

    A textual name that identifies the particular property that animates.

  • blendLayer:

    An integer that specifies the order in which to apply animations when more than one animation is playing.

  • repeatMode:

    An option that determines how the animation repeats.

  • fillMode:

    An option that determines how the animation repeats.

  • trimStart:

    The optional time, in seconds, at which the animation plays.

  • trimEnd:

    The optional time, in seconds, at which the animation stops.

  • trimDuration:

    An optional duration that overrides the calculated duration.

  • offset:

    The time, in seconds, at which the animation begins within the duration.

  • delay:

    An amount of time that lapses before the animation plays.

  • speed:

    A factor that changes the animation’s rate of playback.

Return Value

An animation resource to play the given action.

Discussion