Class: UITransitionComponent
Show / hide animations and an idle "attention" loop for a UI entity, without scripts or clips. Show() / Hide() / Toggle() (or a UIActions slot) play the effects; onStart decides how it begins when the game starts. Hidden means deactivated (whenHidden: deactivate, the default) or kept active at its hidden pose (stay, e.g. faded out but still laid out).
UITransitionSystem applies the effects as offsets around the transform step each frame and undoes them after, so they compose with Widget / Layout / Button and never touch saved data. Fading needs a UIOpacity on the entity (added with the component in the editor). EntityEvent.TransitionShown / TransitionHidden when one finishes.
Extends
Constructors
Constructor
ts
new UITransitionComponent(): UITransitionComponent;Returns
UITransitionComponent
Inherited from
Properties
| Property | Modifier | Type | Default value | Inherited from |
|---|---|---|---|---|
delay | public | number | undefined | - |
dirty | public | boolean | true | Component.dirty |
distance | public | number | undefined | - |
duration | public | number | undefined | - |
ease | public | UIEase | undefined | - |
enabled | public | boolean | true | Component.enabled |
hideEffect | public | UIShowEffect | undefined | - |
idleAmount | public | number | undefined | - |
idleEffect | public | UIIdleEffect | undefined | - |
idleSpeed | public | number | undefined | - |
onStart | public | UITransitionStart | undefined | - |
showEffect | public | UIShowEffect | undefined | - |
whenHidden | public | UITransitionHidden | undefined | - |
Accessors
isAnimating
Get Signature
ts
get isAnimating(): boolean;Returns
boolean
isVisible
Get Signature
ts
get isVisible(): boolean;Returns
boolean
Methods
Hide()
ts
Hide(): void;Returns
void
Show()
ts
Show(): void;Take effect on the next rendered frame. Show() on a deactivated entity activates it first.
Returns
void
Toggle()
ts
Toggle(): void;Returns
void