Probably what wants to be used by default, expects an animation from 0 to 1.
Most general constructor for an Animation.
Actually "runs" the animation at the given time.
Get the duration of an existing animation
Get the final state of an existing animation
Force the animation's initial value to the given argument
Force the animation's final value to the given argument
Force the animation's initial and final values to the given argument
Force the animation's initial and final values to what they would be at the start and end.
By default, animations can "leak" out of their bounds. This makes it so that when the animation is rendered "beyond" its bounds, it "holds" the value it ends with.
Reverse the animation entirely
Sets an duration of Infinity and forever loops the animation
Delays the start of an animation by the given time
Effectively sets the duration of the animation to be shorter.
This might not behave how you expect it: animations can keep going past their end, you might want to use freezeAfter if you want the animation to actually stop.
Stops the animation after the given time.
Speeds up the animation by a desired factor
Speeds up the animation to fit within the given time
Modifies the output of the animation
Takes two animations and plays them one after the other.
The order here is such that it's convenient when using a pipe:
beforAnimation
|> andAfter afterAnimationMost general combination of two Animations.
You probably want to narrow this down for your specific domain.
Plays a list of Animations together.
Almost certainly more useful narrowed to a specific domain. Use mapRes to turn List a into something more helpful.
With an initial value, plays a list of Animation in sequence.
Create a constant animation of 0-duration