![]() Begin Step: triggered just before the object begin-step event.Important! If the sequence is paused then this event will not be triggered until the next step after the sequence starts playing again. Step: triggered just before the usual object step event.Clean-up: this is triggered when a sequence instance is garbage collected. ![]() Destroy: this is triggered when a sequence instance on a layer is destroyed.Create: this is triggered when a sequence instance is created on a layer.Note that that the order of events listed here is not influenced by the playhead direction, and even if the sequence is playing backwards, the events will still be run in the order given below. In this section, we discuss how these events are handled using code, but they can also be added using the Sequence Editor. The events you assign to a sequence object will occur in a specific order, either once at a defined moment in the sequence life-cycle, or every frame that the sequence is running. Sequence objects can have events added to them, and these events are analogous to the events used by object assets. ![]() Moments and Broadcast Messages - and each of these is explained in more detail in the sections below. There are three different types of these "action" properties that can be added to a sequence object - Events. Apart from all the properties listed here for a sequence struct, you also have the possibility of adding in special "action" properties to a sequence.
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