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Unity Engine


Stop

Stops the looping animation on the referenced wire.
Read time 2 minutesLast updated 7 days ago

Definition

Stop(WireReference)

Stops the looping animation on the referenced wire.
public void Stop(WireReference wire)

Parameters

The wire on which to stop the animation.

Remarks

Throws ArgumentException when
wire
doesn't correspond to a wire in the current Context.
Stop a flow animation that was previously started on a wire using GraphMotion.Play.

Examples

WireReference wire = context.GetWireReference(outputPortID, inputPortID);context.Motion.Stop(wire);

Stop(TransitionReference)

Stops the looping animation on the referenced transition.
public void Stop(TransitionReference transition)

Parameters

The transition on which to stop the animation.

Remarks

Throws ArgumentException when
transition
doesn't correspond to a transition in the current Context.
Stop a flow animation that was previously started on a transition using GraphMotion.Play.

Examples

TransitionReference transitionRef = context.GetTransitionReference(transitionID);context.Motion.Stop(transitionRef);

Stop(NodeReference)

Stops the looping animation on the referenced node's accent and hides it.
public void Stop(NodeReference node)

Parameters

The node on which to stop the animation.

Remarks

If a fill amount has been set on the node (either via NodeReference.FillAmount or via the node model's
FillAmount
property), the bar remains visible at that fill amount instead. Throws ArgumentException when
node
doesn't correspond to a node in the current Context.

Examples

NodeReference nodeRef = context.GetNodeReference(nodeID);context.Motion.Play(nodeRef, animationSpeed: 1f);// Later, stop the animation.context.Motion.Stop(nodeRef);

Stop(StateReference)

Stops the looping animation on the referenced state's accent and hides it.
public void Stop(StateReference state)

Parameters

The state on which to stop the animation.

Remarks

If a fill amount has been set on the state (either via StateReference.FillAmount or via IState.FillAmount), the bar remains visible at that fill amount instead. Throws ArgumentException when
state
doesn't correspond to a state in the current Context.

Examples

StateReference stateRef = context.GetStateReference(stateID);context.Motion.Play(stateRef, animationSpeed: 1f);// Later, stop the animation.context.Motion.Stop(stateRef);