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Kale
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Kale has a Finite State Machine based animation system coded in. This basically means you can create your own enum containing a value for every "state" you want. A state is basically a representation of what you want your node to look like. Once you have provided Kale with your states and the values for every state, you will be able to animate between them easily. For example, look at the below Transform based state animation.
In the case of animating between states defined by transforms, you'll want to animate on a class which inherits from the Transformable class. One example of this is a path node. A simple example has been provided below:
Transform is just one example of a structure capable of using state based animations. Other examples include paths themselves, and skeletons. You can also extend the system yourself with your own class.