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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Unigine::AnimationBindRuntime Class

Warning
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 const Ptr<Widget> && widget - The animated widget.

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: 2024-08-16
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