DPB2Class · World, character and items

AnimationController

Logical model playback and event timing. Animation IDs are local to this model's catalog, not skill IDs.

Namespace: DreamPoeBot.Loki.Components

public class AnimationController

Inherited APIs and contracts

Members declared by a base type are documented on that type. Follow these links to include them in your lookup.

Members and overloads

19 results

AnimationController

MethodLink ↗
public AnimationController.AnimationController()

Creates a new AnimationController instance.

TransformProgress

MethodLink ↗
public float AnimationController.TransformProgress(float progress)

Executes the transform progress operation with the supplied arguments.

progressfloat
Specifies progress.

Returns: The float result.

ActiveAnimationData

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public ActiveAnimationData AnimationController.ActiveAnimationData { get; }

The current action's active timing-adjustment profile, or null when none matches the controller and playback sequence.

AnimationActiveFor

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public TimeSpan AnimationController.AnimationActiveFor { get; }

Equivalent elapsed clip time at the current normal-profile rate, not measured wall-clock time; zero when the rate is unavailable or paused.

AnimationCompletesIn

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public TimeSpan AnimationController.AnimationCompletesIn { get; }

Estimated remaining clip time at the current rates. MaxValue means paused or indeterminate; loops and rate changes can invalidate the estimate.

AnimationProgress

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public float AnimationController.AnimationProgress { get; }

Playback position divided by transformed clip duration. Not guaranteed to be within 0..1 or indicate action completion.

AnimationSpeed

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public float AnimationController.AnimationSpeed { get; }

Normal-profile timeline rate including the applicable global multiplier, refreshed even if animation and stage IDs remain unchanged.

CurrentAnimation

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public AnimationStageList AnimationController.CurrentAnimation { get; }

The current clip's event-stage list, or null if the catalog or clip index is unavailable.

CurrentAnimationId

PropertyLink ↗
public int AnimationController.CurrentAnimationId { get; }

Current clip index in this model's animation catalog; a negative value means no clip.

CurrentAnimationStage

PropertyLink ↗
public int AnimationController.CurrentAnimationStage { get; }

Cursor of the next event-stage to process, not a universal animation phase identifier.

MaxRawAnimationProgress

PropertyLink ↗
public float AnimationController.MaxRawAnimationProgress { get; }

Gets max raw animation progress for AnimationController.

NextAnimationPoint

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public float AnimationController.NextAnimationPoint { get; }

Next event position divided by the transformed clip duration; zero when the duration is invalid or zero.

RawAnimationProgress

PropertyLink ↗
public float AnimationController.RawAnimationProgress { get; }

Gets raw animation progress for AnimationController.

RawAnimationSpeed

PropertyLink ↗
public float AnimationController.RawAnimationSpeed { get; }

Gets raw animation speed for AnimationController.

RawNextAnimationPoint

PropertyLink ↗
public float AnimationController.RawNextAnimationPoint { get; }

Gets raw next animation point for AnimationController.

SupportedAnimationList

PropertyLink ↗
public SupportedAnimationList AnimationController.SupportedAnimationList { get; }

The model's catalog of animation event-stage lists; individual clips can have no events.

TransformedMaxRawAnimationProgress

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public float AnimationController.TransformedMaxRawAnimationProgress { get; }

Clip end expressed on the timing profile's normal-speed timeline.

TransformedRawAnimationProgress

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public float AnimationController.TransformedRawAnimationProgress { get; }

Current playback position expressed on the timing profile's normal-speed timeline.

TransformedRawNextAnimationPoint

PropertyLink ↗
public float AnimationController.TransformedRawNextAnimationPoint { get; }

Next stage/event position expressed on the timing profile's normal-speed timeline.

DPB2 0.4.5.88 · Reference reviewed 2026-10-02. Descriptions use source summaries where available, otherwise concise signature-based descriptions. Examples illustrate usage; they are not a live-game test.