

lastTime The last time in seconds this timeline was applied.This provides access to the bones, slots, and other skeleton components that the timeline may change. skeleton The skeleton to which the timeline is being applied.Skeleton skeleton, float lastTime, float time, list events, float alpha, MixBlend blend, MixDirection direction ): void propertyIds: string readonly Uniquely encodes both the type of this timeline and the skeleton properties that it affects. frames: float readonly The time in seconds and any other values for each frame. frameEntries: int readonly The number of entries stored per frame. Timeline Properties duration: float readonly frameCount: int readonly The number of frames for this timeline. Returns true if this animation contains a timeline with any of the specified property IDs. Used by timelines which perform instant transitions, such as DrawOrderTimeline or AttachmentTimeline.

direction Indicates whether the timelines are mixing in or out.blend Controls how mixing is applied when alpha alpha can also be useful to apply animations on top of each other (layering). By adjusting alpha over time, an animation can be mixed in or out. Between 0 and 1 applies values between the current or setup values and the timeline values. alpha 0 applies the current or setup values (depending on blend).Can be null to ignore fired events or if no timelines fire events. events If any events are fired, they are added to this list.loop If true, the animation repeats after the duration.If beyond the duration and loop is true then the animation will repeat, else the last frame will be applied. Most timelines find the frame before and the frame after this time and interpolate between the frame values. time The time in seconds the skeleton is being posed for.Pass -1 the first time an animation is applied to ensure frame 0 is triggered. Some timelines trigger only at specific times rather than every frame. lastTime The last time in seconds this animation was applied.This provides access to the bones, slots, and other skeleton components the timelines may change. skeleton The skeleton the animation is being applied to.
