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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.