![]() The amount of milliseconds the animation delays afterĪndroid:repeatCount int. 300 milliseconds is the default.Īndroid:startOffset int. The time in milliseconds of the animation. Colors are representedĪndroid:duration int. Specified, the animation starts at the value obtained by the property's get method. The value where the animated property starts. Colors are representedĪs six-digit hexadecimal numbers, such as #333333.Īndroid:valueFrom float, int, or color. The value where the animated property ends. The target object that contains this property.Īndroid:valueTo float, int, or color. Inflate your animation XML resource by calling loadAnimator(), and call setTarget() to set The objectAnimator element doesn't expose a targetĪttribute, however, so you can't set the object to animate in the XML declaration. "alpha" or "backgroundColor" for a View object. The object's property to animate, referenced by its name. RepresentsĪttributes: android:propertyName String. Animates a specific property of an object over a specific amount of time. Play animations in this set at the same time. Play animations in this set sequentially. Specifies the play ordering of animations in this set. Each can define its ownĪttributes: android:ordering Keyword. ![]() Group animation elements together inside the element, including otherĮlements: A container that holds other animation elements ( , The file must have a single root element: either In XML: package:]animator/ filename syntax: In Java-based or Kotlin code: R.animator. compiled resource datatype: Resource pointer to a ValueAnimator, ObjectAnimator, file location: res/animator/ filename.xml Frame animation: creates an animation by showing a sequence of images in orderĪn animation defined in XML that modifies properties of the target object, such asīackground color or alpha value, over a set amount of time.Tween animation: creates an animation by performing a series of transformations on a single image.There are two types of animations that you can do with the view animation framework: In order to improve the efficiency of resource management, it is recommended to import the resource file stored in a separate directory, do not mix with other resources.An animation resource can define one of two types of animations: Property animation Creates an animation by modifying an object's property values over a set period ![]() The first way: from the Assets drag the skeleton animation resources to Node Tree:įrom the Assets drag the skeleton animation resources to Scene:ĭrag the skeletal animation resource from the Assets to the Dragon Asset attribute of the DragonBones component that has been created:ĭrag the Atlas data from the Assets to the Dragon Atlas Asset property of the DragonBones component: Using DragonBones skeleton animation resources in a scene requires two steps:Ĭreate a node and add the DragonBones component, which can be implemented in three ways: Import DragonBones skeleton animation resourcesĭragonBones skeleton animation resources are: ![]() Resource management considerations - meta filesĭragonBones skeleton animation resources are data formats that exported by DragonBones editor (Support for DragonBones v5.6.2 and below). V2.4 Custom Project Build Process Upgrade GuideĪ short tutorial to install python on MacOS ![]()
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