AnimationManager Class |
Namespace: DigitalRune.Animation
The AnimationManager type exposes the following members.
Name | Description | |
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AnimationManager |
Initializes a new instance of the AnimationManager class.
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Name | Description | |
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ApplyAnimations |
Applies the new animation values to all animated properties.
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CreateController(ITimeline, IAnimatableObject) |
Creates a new animation controller which can be used to apply the given animation to the
specified object.
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CreateController(ITimeline, IAnimatableProperty) |
Creates a new animation controller which can be used to apply the given animation to the
specified property.
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CreateController(ITimeline, IEnumerableIAnimatableObject) |
Creates a new animation controller which can be used to apply the given animation to the
specified objects.
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Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
IsAnimated(IAnimatableObject) |
Determines whether the specified object is controlled by one or more animations.
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IsAnimated(IAnimatableProperty) |
Determines whether the specified property is controlled by one or more animations.
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MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
StartAnimation(ITimeline, IAnimatableObject) |
Starts an animation and applies it to the specified object.
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StartAnimation(ITimeline, IAnimatableProperty) |
Starts an animation and applies it to the specified property.
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StartAnimation(ITimeline, IEnumerableIAnimatableObject) |
Starts an animation and applies it to the specified objects.
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StartAnimation(ITimeline, IAnimatableObject, AnimationTransition) |
Starts an animation using a given transition and applies it to the specified object.
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StartAnimation(ITimeline, IAnimatableProperty, AnimationTransition) |
Starts an animation using a given transition and applies it to the specified property.
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StartAnimation(ITimeline, IEnumerableIAnimatableObject, AnimationTransition) |
Starts an animation using a given transition and applies it to the specified objects.
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StopAnimation(IAnimatableObject) |
Stops all animations affecting the specified object.
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StopAnimation(IEnumerableIAnimatableObject) |
Stops all animations affecting the specified objects.
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StopAnimation(IAnimatableProperty) |
Stops all animations affecting the specified property.
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ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Updates all animations.
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UpdateAndApplyAnimation(IAnimatableObject) |
Immediately evaluates the animations the given object and applies the new animation values.
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UpdateAndApplyAnimation(IEnumerableIAnimatableObject) |
Immediately evaluates the animations of the given objects and applies the new animation
values.
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UpdateAndApplyAnimation(IAnimatableProperty) |
Immediately evaluates the animation composition chains of the given property and applies
the new animation values.
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UpdateAndApplyAnimation(ListIAnimatableProperty) |
Immediately evaluates the animations of the given properties and applies the new animation
values.
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Name | Description | |
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EnableMultithreading |
Gets or sets a value indicating whether multithreading is enabled.
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This class implements the IAnimationService. See documentation of IAnimationService.
This class has two important methods: Update(TimeSpan) must be called once per frame, and it updates all managed animations. The new animation values are internally cached but not applied until ApplyAnimations is called. Update(TimeSpan) can usually be called parallel to other game services (graphics, physics, AI, etc.). ApplyAnimations should be called when it is safe to write the animation results to the animated objects and properties.