## SwfClip ```csharp // Occurs when clip changes event Action OnChangeClipEvent; // Occurs when sequence changes event Action OnChangeSequenceEvent; // Occurs when current frame changes event Action OnChangeCurrentFrameEvent; ``` ```csharp // Gets or sets the animation mesh renderer sorting layer // [value] - The sorting layer string sortingLayer { get; set; } // Gets or sets the animation mesh renderer sorting order // [value] - The sorting order int sortingOrder { get; set; } // Gets or sets the animation tint color // [value] - The tint color Color tint { get; set; } // Gets or sets the animation asset (reset sequence and current frame) // [value] - The animation asset SwfClipAsset clip { get; set; } // Gets or sets the animation sequence (reset current frame) // [value] - The animation sequence string sequence { get; set; } // Gets or sets the animation current frame // [value] - The animation current frame int currentFrame { get; set; } // Gets the current animation sequence frame count // [value] - The frame count int frameCount { get; } // Gets the animation frame rate // [value] - The frame rate float frameRate { get; } // Gets the current frame label count // [value] - The frame label count int currentLabelCount { get; } ``` ```csharp // Gets the current frame mesh bounding volume in local space (Since 1.3.8) // [value] - The bounding volume in local space Bounds currentLocalBounds { get; } // Gets the current frame mesh bounding volume in world space (Since 1.3.8) // [value] - The bounding volume in world space Bounds currentWorldBounds { get; } ``` ```csharp // Rewind current sequence to begin frame void ToBeginFrame(); // Rewind current sequence to end frame void ToEndFrame(); // Rewind current sequence to previous frame // [returns] - [true], if animation was rewound, [false] otherwise bool ToPrevFrame(); // Rewind current sequence to next frame // [returns] - [true], if animation was rewound, [false] otherwise bool ToNextFrame(); // Gets the current frame label by index // [returns] - The current frame label // [index] - Current frame label index string GetCurrentFrameLabel(int index); ``` ## SwfClipController ```csharp // Occurs when the controller stops played clip event Action OnStopPlayingEvent; // Occurs when the controller plays stopped clip event Action OnPlayStoppedEvent; // Occurs when the controller rewinds played clip event Action OnRewindPlayingEvent; ``` ```csharp // Controller play modes enum PlayModes { // Forward play mode Forward, // Backward play mode Backward } // Controller loop modes enum LoopModes { // Once loop mode Once, // Repeat loop mode Loop } // Gets or sets a value indicating whether controller play after awake on scene // [value] - [true] if auto play; otherwise, [false] bool autoPlay { get; set; } // Gets or sets a value indicating whether controller uses unscaled delta time // [value] - [true] if uses unscaled delta time; otherwise, [false] bool useUnscaledDt { get; set; } // Gets or sets the controller rate scale // [value] - The rate scale float rateScale { get; set; } // Gets or sets the controller group name // [value] - The group name string groupName { get; set; } // Gets or sets the controller play mode // [value] - The play mode PlayModes playMode { get; set; } // Gets or sets the controller loop mode // [value] - The loop mode LoopModes loopMode { get; set; } // Gets the controller clip // [value] - The clip SwfClip clip { get; } // Gets a value indicating whether controller is playing // [value] - [true] if is playing; otherwise, [false] bool isPlaying { get; } // Gets a value indicating whether controller is stopped // [value] - [true] if is stopped; otherwise, [false] bool isStopped { get; } ``` ```csharp // Changes the animation frame with stops it // [frame] - The new current frame void GotoAndStop(int frame); // Changes the animation sequence and frame with stops it // [sequence] - The new sequence // [frame] - The new current frame void GotoAndStop(string sequence, int frame); // Changes the animation frame with plays it // [frame] - The new current frame void GotoAndPlay(int frame); // Changes the animation sequence and frame with plays it // [sequence] - The new sequence // [frame] - The new current frame void GotoAndPlay(string sequence, int frame); // Stop with specified rewind action // [rewind] - If set to [true] rewind animation to begin frame void Stop(bool rewind); // Changes the animation sequence and stop controller with rewind // [sequence] - The new sequence void Stop(string sequence); // Play with specified rewind action // [rewind] - If set to [true] rewind animation to begin frame void Play(bool rewind); // Changes the animation sequence and play controller with rewind // [sequence] - The new sequence void Play(string sequence); // Rewind animation to begin frame void Rewind(); ``` ## SwfManager ```csharp // Get cached manager instance from scene or create it (if allowed) // [allow_create] - If set to [true] allow create static SwfManager GetInstance(bool allow_create); ``` ```csharp // Get animation clip count on scene // [value] - Clip count int clipCount { get; } // Get animation clip controller count on scene // [value] - Clip controller count int controllerCount { get; } // Get or set a value indicating whether animation updates is paused // [value] - [true] if is paused; otherwise, [false] bool isPaused { get; set; } // Get or set a value indicating whether animation updates is playing // [value] - [true] if is playing; otherwise, [false] bool isPlaying { get; set; } // Get or set a value indicating whether animation updates uses unscaled delta time // [value] - [true] if uses unscaled delta time; otherwise, [false] bool useUnscaledDt { get; set; } // Get or set the global animation rate scale // [value] - Global rate scale float rateScale { get; set; } ``` ```csharp // Pause animation updates void Pause(); // Resume animation updates void Resume(); // Pause the group of animations by name // [group_name] - Group name void PauseGroup(string group_name); // Resume the group of animations by name // [group_name] - Group name void ResumeGroup(string group_name); // Determines whether group of animations is paused // [returns] - [true] if group is paused; otherwise, [false] // [group_name] - Group name bool IsGroupPaused(string group_name); // Determines whether group of animations is playing // [returns] - [true] if group is playing; otherwise, [false] // [group_name] - Group name bool IsGroupPlaying(string group_name); // Set the group of animations use unscaled delta time // [group_name] - Group name // [yesno] - [true] if group will use unscaled delta time; otherwise, [false] void SetGroupUseUnscaledDt(string group_name, bool yesno); // Determines whether group of animations uses unscaled delta time // [returns] - [true] if group uses unscaled delta time; otherwise, [false] // [group_name] - Group name bool IsGroupUseUnscaledDt(string group_name); // Set the group of animations rate scale // [group_name] - Group name // [rate_scale] - Rate scale void SetGroupRateScale(string group_name, float rate_scale); // Get the group of animations rate scale // [returns] - The group rate scale // [group_name] - Group name float GetGroupRateScale(string group_name); ```