Unigine::AnimationBindRuntime Class
The functionality described here is EXPERIMENTAL and is not recommended for production use. Future releases may bring significant changes to API and features. Backward compatibility of the final production-ready version is not guaranteed.
Header: | #include <UnigineAnimation.h> |
Inherits from: | AnimationBind |
This class is used to manage runtime bindings of animation objects via code. Animation objects serve as proxies in animation sequences and are bound to specific objects (materials, nodes, property parameters, or runtime objects like widgets and windows) at the playback stage.
Bindings are used to store, search, and obtain real engine objects that are actually animated. Runtime objects (such as widgets, windows, etc.) cannot be saved, they are created and assigned to bindings at run-time.
AnimationBindRuntime Class
Members
void setWidget ( const const Ptr<Widget> && widget ) #
Sets a new animated widget.
Arguments
const Ptr<Widget> & getWidget() const#
Returns the current animated widget.
Return value
Current animated widget.AnimationBindRuntime ( ) #
Constructor. Creates an empty runtime object binding.Last update:
2024-04-19
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)