Flow
A Flow is a set of animations that can be synchronised and threaded together to create more complex animation. They are very useful for scalability as themselves are an animations which means you can have a flow within a flow. A flow can have multiple queues, which will run in parallel and each queue has a set of animations that are played in sequence.
1. Options
Name
- The name of the animation. This will be used to identify it in the editor but also will be visible when debugging. [Default: _Empty_]
Update Type
- Which method will create the update of the animation. View More. [Default: Update (Unity's)]
Auto Start
- Weather you want to start this animation automatically or manually. [Default: false(True Start)]
Skip Frames
- How many frames should the animation skip before starting. [Default: 0]
Delay
- How much time(in seconds) should the animation skip before starting. [Default: 0]
Time Scale
- The time scales can be used to speed up or slow down the animation. It's a multiplication factor. [Default: 1]
Loop Count
- How many loops should this animation have. [Default: 1]
2. Events
OnStarting
- A callback triggered before the animation starts.
OnStarted
- A callback triggered after the animation starts.
OnUpdating
- A callback triggered before the animation updates.
OnUpdated
- A callback triggered after the animation updates.
OnLoopCompleting
- A callback triggered before an animation loop completes.
OnLoopCompleted
- A callback triggered after an animation loop completes.
OnCompleting
- A callback triggered before the animation completes.
OnCompleted
- A callback triggered after the animation completes.
3. Queues
Each queue will play play a set of animations, in a sequence(one after the other), and all queues will run in parallel. Here's a visual example for this
Example
flowchart TD
A{Start Queue A
No Delay} --> A1(Animation A1) --> A2(Animation A2) --> A3(Animation A3) --> A4(Animation A4)
B{Start Queue B
Delay 3 sec} --> B1(Animation B1) --> B2(Animation B2) --> B3(Animation B3)
C{Start Queue C
Delay 5 sec} --> C1(Animation C1) --> C2(Animation C2) --> C3(Animation C3) --> C4(Animation C4)