Attractor<T> Class
Animates a property to a target value using a physics-like attraction simulation.
Instead of animating a property directly, an attractors act as an intermediary between an animator
and its target. It will continuously animate its target towards its Value
using a simple form
of physics simulation. We can combine this behavior with animation by animating the attractor's Value
property.
<Panel ux:Name="somePanel">
<Translation ux:Name="someTranslation"/>
<Attractor ux:Name="someAttractor" Target="someTranslation.X"/>
<WhilePressed>
<Change someAttractor.Value="100"/>
</WhilePressed>
</Panel>
Location
- Namespace
- Fuse.Animations
- Package
- Fuse.Animations 2.9.1
Interface of Attractor<T>
Distance : float ux
Duration : float ux
DurationExp : float ux
Easing : Easing ux
For a Type="Easing"
, this specifies which easing should be used.
IsEnabled : bool ux
Motion : DestinationMotion<T> ux
Can be used to override the object that will compute the animation.
TimeMultiplier : float ux
Type : MotionDestinationType ux
Specifies the basic type of animation for the transition. The meaing of the other properties varies depending on this type.
Unit : MotionUnit ux
The unit being used for the animation.
Value : T ux
Inherited from Node
Add(Binding) uno
Bindings : IList of Binding ux
The list of bindings belonging to this node.
ContextParent : Node uno
The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.
FindByType<T> : T uno
FindNodeByName(Selector, Predicate<Node> (Node)) : Node uno
Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.
GetNearestAncestorOfType<T> : T uno
Insert(int, Binding) uno
IsRootingCompleted : bool uno
Whether rooting for this node is completed. Returns false if unrooting has started.
IsRootingStarted : bool uno
Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.
Name : Selector ux
Run-time name of the node. This property is automatically set using the ux:Name attribute.
NextSibling<T> : T uno
Returns the next sibling node of the given type.
OnDataChanged(string, object) uno
OnRooted uno
If you override OnRooted
you must call base.OnRooted()
first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.
OnUnrooted uno
Parent : Visual uno
The parent Visual of this node. Will return null if the node is not rooted.
PreviousSibling<T> : T uno
Returns the next sibling node of the given type.
Properties : Properties uno
A linked list holding data for extrinsic properties.
Remove(Binding) : bool uno
SoftDispose uno
SourceFileName : string ux
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SourceLineNumber : int ux
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SubtreeToString : string uno
SubtreeToString(StringBuilder, int) uno
TryGetResource(string, Predicate<object> (object), object) : bool uno
VisitSubtree(Action<Node> (Node)) uno
Inherited from PropertyObject
AddPropertyListener(IPropertyListener) uno
OnPropertyChanged(Selector, IPropertyListener) uno
OnPropertyChanged(Selector) uno
RemovePropertyListener(IPropertyListener) uno
Inherited from object
Equals(object) : bool uno
GetHashCode : int uno
GetType : Type uno
ToString : string uno
Attached UX Attributes
GlobalKey (attached by Resource) : string ux
Implemented Interfaces
IPropertyListener uno
IList<Binding> uno
IScriptObject uno
Interface for objects that can have a script engine representation
IProperties uno
ISourceLocation uno
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