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Can LitMotionAnimation provide more APIs? #190
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Do you mean you want SerializableMotionSettings to have UnityEvent? |
https://github.com/AnnulusGames/LitMotion/blob/main/src/LitMotion/Assets/LitMotion.Animation/Runtime/LitMotionAnimation.cs For example, some operations need to be performed after the animation has finished playing |
Doesn't it look suitable for use in C # code? |
I will use this component in the code, so I need to register the relevant callbacks in the code |
LitMotionAnimation is not intended to be modified from the user's C#code. |
Use this component in the editor to quickly edit and preview animations |
I really would like the ability for LitMotionAnimation to be able to Play in reverse, and force stop at END of animation. Use case reverse: think of a door opening animation. Door will stay open for an undetermined amount of time, and then when no player is near, i can LitMotionAnimation.Play(-1) for example, to play it in reverse. Use case force stop at END: imagine that same door, but its an important door/gate. Player opens it 1 time and animation plays. when they leave scene and load again, I can set the gate to be paused/stopped at the end of its animation, or play really fast or something, e.g. LitMotionAnimation.Play(10000); // play at fast speed I know the lib isn't designed for complex animations, but i feel like these ae very simple requests -and I genuinely think these are really common and useful things to have exposed to us to make the library a lot more useful. I really like the LitMotionAnimation inspector window, but I think the Play/Pause/Stop/Restart functionality is a bit too limited unfortunately. Being able to pass speed into Play would go a long way I think! I would like my designer to use the LitMotionAnimation inspector, which is why I want to avoid copying the animations to LSequence/code stuff Many apologies if you CAN do the above currently somehow, but I found no way to? Thank you |
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