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AnimationChains represent a series of which can be used to animate objects which implement the interface such as . AnimationChains can be created in code, or they can be created using the . The AnimationEditor is installed when running the FlatRedBall installer which can be found on the . The IAnimationChainAnimatable page has more information on how to use AnimationChains, so please check it out after finishing up this page.
The following statement will help reduce code when working with AnimationChains.
AnimationChains can be created manually by creating the frames individually through code, by loading a .achx file, or through the content pipeline.
AnimationChains are also Lists of AnimationFrames. Therefore the AnimationChain provides the same interface as a list for accessing frames, such as indexing ( [index] ), properties like Count, and methods like Add. For example, the following code can be used to change the referenced texture of all frames in an animation chain to NewTexture :
Notice that the .1f is the frame length in seconds. For information on loading an Animation from-file loading, see the page.
Note: The AnimationFrame class is used to define individual frames in an AnimationChain. For more information on how to modify your animations, including how to create animations by using parts of a single Texture, see the .
For information on loading an AnimationChainList from a .achx file, see .