Difference between revisions of "DOMCurvePlayerExtended"
From Virtual World Web Wiki
(Documentation for the DOMCurvePlayerExtended class) |
(Documentation for the DOMCurvePlayerExtended class) |
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===Properties=== | ===Properties=== | ||
− | :{{CSharp|long JumpKeyframeID {get; set;} // Via attribution | + | :{{CSharp|long JumpKeyframeID {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::The ID of the keyframe objet the curve player should snap to on it's next update (If Operation == JumpToKeyframe) | ||
− | :{{CSharp|bool Loop {get; set;} // Via attribution | + | :{{CSharp|bool Loop {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::Whether or not the curve player loops back around to the first keyframe after crossing the last one | ||
− | :{{CSharp|DOMCurveOperation Operation {get; set;} // Via attribution | + | :{{CSharp|DOMCurveOperation Operation {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::Which operation the curve player is currently executing | ||
− | :{{CSharp|bool Reverse {get; set;} // Via attribution | + | :{{CSharp|bool Reverse {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::True if the curve player is playing in reverse | ||
− | :{{CSharp|string Selector {get; set;} // Via attribution | + | :{{CSharp|string Selector {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::The CSS-style selector used to identify the nodes which should be affected by the curve player | ||
− | :{{CSharp| | + | :{{CSharp|DOMSelectorViewMode SelectorViewMode {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::The CSS-style selector used to identify the nodes which should be affected by the curve player | ||
− | :{{CSharp|Single Time {get; set;} // Via attribution | + | :{{CSharp|int StepCount {get; set;} // Via attribution on DOMCurvePlayer }} |
+ | :: | ||
+ | ::The number of keyframe steps the curve player should run for before stopping (If Operation == Step) | ||
+ | |||
+ | :{{CSharp|Single Time {get; set;} // Via attribution on DOMCurvePlayer }} | ||
+ | :: | ||
+ | ::Returns the curve player's current time index in seconds | ||
===Events=== | ===Events=== |
Revision as of 13:40, 24 October 2016
Represents a DOMCurvePlayer in JavaScript
- Inherits class: DOMObjectExtended
- This is a JavaScript visible object
Remarks [edit]
Properties
- long JumpKeyframeID {get; set;} // Via attribution on DOMCurvePlayer
- The ID of the keyframe objet the curve player should snap to on it's next update (If Operation == JumpToKeyframe)
- bool Loop {get; set;} // Via attribution on DOMCurvePlayer
- Whether or not the curve player loops back around to the first keyframe after crossing the last one
- DOMCurveOperation Operation {get; set;} // Via attribution on DOMCurvePlayer
- Which operation the curve player is currently executing
- bool Reverse {get; set;} // Via attribution on DOMCurvePlayer
- True if the curve player is playing in reverse
- string Selector {get; set;} // Via attribution on DOMCurvePlayer
- The CSS-style selector used to identify the nodes which should be affected by the curve player
- DOMSelectorViewMode SelectorViewMode {get; set;} // Via attribution on DOMCurvePlayer
- The CSS-style selector used to identify the nodes which should be affected by the curve player
- int StepCount {get; set;} // Via attribution on DOMCurvePlayer
- The number of keyframe steps the curve player should run for before stopping (If Operation == Step)
- Single Time {get; set;} // Via attribution on DOMCurvePlayer
- Returns the curve player's current time index in seconds
Events
- OnKeyframeCrossed(EventHandler<FlexibleEventArgs>)
- Fires when this keyframe is crossed by a player
Methods
- void JumpToKeyframe(DOMCurveKeyframeExtended keyframe)
- Sets the time index of the player to that of the specified keyframe, fires the crossed events for the keyframe and player, and stops.
- void Reset()
- Stops the player from running and resets it to time index 0.0 by setting the Operation property to "Reset"
- void Run()
- Starts the player running by setting the Operation property to "Run"
- void Step(int count)
- Increments the step count by count and sets the Operation property to "Step". The player will run until it consumes count' steps
- void Stop()
- Stops the player from running by setting the Operation property to "Stop"