Type Index Pages
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-
Instance
- GameSettings
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- HttpRbxApiService
- NotificationService
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- Lighting
- Beam
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- UserInputService
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- AnalyticsService
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- FlyweightService
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- AdvancedDragger
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- FriendService
- GamepadService
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DidLoop
This event fires whenever a looped AnimationTrack
completes a loop, on the next update.
Currently it may also fire at the exact end of a non looped animation track but this behavior should not be relied upon.
Code Samples
Play AnimationTrack for a Number of Loops
The function in this code sample will play an AnimationTrack on a loop, for a specific number of loops, before stopping the animation.
In some cases the developer may want to stop a looped animation after a certain number of loops have completed, rather than after a certain amount of time. This is where the DidLoop event can be used.
local function playForNumberLoops(animationTrack, number) animationTrack.Looped = true animationTrack:Play() local numberOfLoops = 0 local connection = nil connection = animationTrack.DidLoop:connect(function() numberOfLoops = numberOfLoops + 1 print("loop: ", numberOfLoops) if numberOfLoops >= number then animationTrack:Stop() connection:Disconnect() -- it's important to disconnect connections when they are no longer needed end end) end
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