Stop
Stops the looping animation on the referenced wire.
Read time 2 minutesLast updated 7 days ago
Definition
- Type: Method
- Namespace: Unity.GraphToolkit.Editor.GraphVisualization
- Assembly: UnityEditor
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 doesn't correspond to a wire in the current Context.
wireStop 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 doesn't correspond to a transition in the current Context.
transitionStop 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 property), the bar remains visible at that fill amount instead. Throws ArgumentException when doesn't correspond to a node in the current Context.
FillAmountnodeExamples
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 doesn't correspond to a state in the current Context.
stateExamples
StateReference stateRef = context.GetStateReference(stateID);context.Motion.Play(stateRef, animationSpeed: 1f);// Later, stop the animation.context.Motion.Stop(stateRef);