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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 ​

Component.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
delaypublicnumberundefined-
dirtypublicbooleantrueComponent.dirty
distancepublicnumberundefined-
durationpublicnumberundefined-
easepublicUIEaseundefined-
enabledpublicbooleantrueComponent.enabled
hideEffectpublicUIShowEffectundefined-
idleAmountpublicnumberundefined-
idleEffectpublicUIIdleEffectundefined-
idleSpeedpublicnumberundefined-
onStartpublicUITransitionStartundefined-
showEffectpublicUIShowEffectundefined-
whenHiddenpublicUITransitionHiddenundefined-

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

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