API Reference

Class List

pc.AnimationComponent

Extends: pc.Component

The Animation Component allows an Entity to playback animations on models

Summary

Properties

activateIf true the first animation asset will begin playing when the scene is loaded
assetsThe array of animation assets - can also be an array of asset ids.
currentTimeGet or Set the current time position (in seconds) of the animation
durationGet the duration in seconds of the current animation.
loopIf true the animation will restart from the beginning when it reaches the end
speedSpeed multiplier for animation play back speed.

Methods

getAnimationReturn an animation
playStart playing an animation

Inherited

Properties

systemThe ComponentSystem used to create this Component
entityThe Entity that this Component is attached to
enabledEnables or disables the component.

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

Details

Constructor

AnimationComponent(system, entity)

Create a new AnimationComponent

Parameters

systempc.AnimationComponentSystemThe pc.ComponentSystem that created this Component
entitypc.EntityThe Entity that this Component is attached to

Properties

Booleanactivate

If true the first animation asset will begin playing when the scene is loaded

pc.Asset[]assets

The array of animation assets - can also be an array of asset ids.

NumbercurrentTime

Get or Set the current time position (in seconds) of the animation

Numberduration

Get the duration in seconds of the current animation.

Booleanloop

If true the animation will restart from the beginning when it reaches the end

Numberspeed

Speed multiplier for animation play back speed. 1.0 is playback at normal speed, 0.0 pauses the animation

Methods

getAnimation(name)

Return an animation

Parameters

nameStringThe name of the animation asset

Returns

pc.Animation An Animation

play(name, [blendTime])

Start playing an animation

Parameters

nameStringThe name of the animation asset to begin playing.
blendTimeNumberThe time in seconds to blend from the current animation state to the start of the animation being set.

Inherited

Properties

pc.ComponentSystemsystem

The ComponentSystem used to create this Component

pc.Entityentity

The Entity that this Component is attached to

Booleanenabled

Enables or disables the component.

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener

obj.fire('test', 'This is the message');

Parameters

nameObjectName of event to fire
arg1*First argument that is passed to the event handler
arg2*Second argument that is passed to the event handler
arg3*Third argument that is passed to the event handler
arg4*Fourth argument that is passed to the event handler
arg5*Fifth argument that is passed to the event handler
arg6*Sixth argument that is passed to the event handler
arg7*Seventh argument that is passed to the event handler
arg8*Eighth argument that is passed to the event handler

Returns

pc.EventHandler Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

nameStringThe name of the event to test

Returns

Boolean true if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

var handler = function () {
};
obj.on('test', handler);

obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this

Parameters

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope that was used as the this when the event is fired

Returns

pc.EventHandler Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.