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Animation Types

  • FormAnimationData​

    Defines an interface that contains animation information.

    Members​

    • duration number​

      The duration of the animation in miliseconds.

    • index number​

      The index that the animation is at.

    • name string​

      The name of the animation.

  • ListFormAnimationsAction​

    Defines an event that retrieves a list of animations for a given form or bot.

    Members​

    • address string​

      The address that the animations should be retrieved from.

    • playerId? string​

      The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.

    • taskId (string | number)​

      The ID of the async task.

    • type "list_form_animations"​

      The type of the event. This helps determine how the event should be applied to the state.

    • uncopiable? boolean​

      Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.

  • LocalFormAnimationAction​

    Defines an event that runs an animation locally over whatever existing animations are playing.

    Members​

    • animation (string | number)​

      The animation to run.

    • botId string​

      The bot to run the animation on.

    • type "local_form_animation"​

  • LocalPositionTweenAction​

    Defines an event that runs a position tween locally.

    Members​

    • botId string​

      The bot to run the tween on.

    • dimension string​

      The dimension that the bot should be tweened in.

    • duration number​

      The duration of the tween in seconds.

    • easing Easing​

      The easing that should be used.

    • playerId? string​

      The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.

    • position object​

      The target position of the tween.

    • taskId (string | number)​

      The ID of the async task.

    • tweenType "position"​

      The type of the tween.

    • type "local_tween"​

      The type of the event. This helps determine how the event should be applied to the state.

    • uncopiable? boolean​

      Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.

  • LocalTweenAction​

    Defines an event that runs a tween locally.

    Members​

    • botId string​

      The bot to run the tween on.

    • dimension string​

      The dimension that the bot should be tweened in.

    • duration number​

      The duration of the tween in seconds.

    • easing Easing​

      The easing that should be used.

    • playerId? string​

      The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.

    • rotation object​

    • taskId (string | number)​

      The ID of the async task.

    • tweenType "rotation"​

      The type of the tween.

    • type "local_tween"​

      The type of the event. This helps determine how the event should be applied to the state.

    • uncopiable? boolean​

      Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.

  • StartFormAnimationAction​

    Defines an event that starts a given animation on a bot/bots.

    Members​

    • animationAddress? string​

      The address that the animations should be loaded from.

    • botIds string[]​

      The list of bot IDs that the animation should be run for.

    • clampWhenFinished? boolean​

      Whether the final animation values should be preserved when the animation finishes.

    • crossFadeDuration? number​

      The number of miliseconds that the animation should take to cross fade from the previous animation. If null, then this animation takes over immediately. Additionally, if no previous animation was playing then this animation takes over immediately.

    • crossFadeWarp? boolean​

      Whether to warp animation values during a cross fade.

    • fadeDuration? number​

      The number of miliseconds that the animation should take to fade in. If null, then the animation will not fade in.

    • initialTime? number​

      The time within the animation clip that the animation should start at in miliseconds.

    • loop? object​

      The options for looping the animation. If omitted, then the animation will play once and finish.

    • nameOrIndex (string | number)​

      The name or index of the animation that should be started.

    • playerId? string​

      The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.

    • startTime? number​

      The Unix time in miliseconds that the animation should start at.

    • taskId (string | number)​

      The ID of the async task.

    • timeScale? number​

      The rate at which the animation plays. 1 means the animation plays normally. 2 means the animation plays 2x as quickly. 0 means that the animation is paused.

    • type "start_form_animation"​

      The type of the event. This helps determine how the event should be applied to the state.

    • uncopiable? boolean​

      Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.

  • StartFormAnimationOptions​

    Defines an interface that contains a bunch of options for starting an animation.

    Members​

    • animationAddress? string​

      The address that the animations should be loaded from.

    • clampWhenFinished? boolean​

      Whether the final animation values should be preserved when the animation finishes.

    • crossFadeDuration? number​

      The number of miliseconds that the animation should take to cross fade from the previous animation. If null, then this animation takes over immediately. Additionally, if no previous animation was playing then this animation takes over immediately.

    • crossFadeWarp? boolean​

      Whether to warp animation values during a cross fade.

    • fadeDuration? number​

      The number of miliseconds that the animation should take to fade in. If null, then the animation will not fade in.

    • initialTime? number​

      The time within the animation clip that the animation should start at in miliseconds.

    • loop? object​

      The options for looping the animation. If omitted, then the animation will play once and finish.

    • startTime? number​

      The Unix time in miliseconds that the animation should start at.

    • timeScale? number​

      The rate at which the animation plays. 1 means the animation plays normally. 2 means the animation plays 2x as quickly. 0 means that the animation is paused.

  • StopFormAnimationAction​

    Defines an event that stops an animation on a bot/bots.

    Members​

    • botIds string[]​

      The list of Bot IDs that the animation should be stopped on.

    • fadeDuration? number​

      The number of miliseconds that the animation should take to fade out. If null, then the animation will stop immediately.

    • playerId? string​

      The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.

    • stopTime? number​

      The Unix time in miliseconds that the animation should be stopped at.

    • taskId (string | number)​

      The ID of the async task.

    • type "stop_form_animation"​

      The type of the event. This helps determine how the event should be applied to the state.

    • uncopiable? boolean​

      Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.

  • StopFormAnimationOptions​

    Defines an interface that contains a bunch of options for stopping an animation.

    Members​

    • fadeDuration? number​

      The number of miliseconds that the animation should take to fade out. If null, then the animation will stop immediately.

    • stopTime? number​

      The Unix time in miliseconds that the animation should be stopped at.