PR pixi-reels

SpineReelSymbolOptions

pixi-reels


pixi-reels / spine / SpineReelSymbolOptions

Interface: SpineReelSymbolOptions

Defined in: spine/SpineReelSymbol.ts:15

Properties

PropertyTypeDescriptionDefined in
animations?SymbolAnimOverridesPer-symbol overrides (see SymbolAnimOverrides).spine/SpineReelSymbol.ts:33
autoPlayBlur?booleanIf true, automatically plays the blur animation when the owning reel enters the spin phase, and reverts to idle when it lands. Requires the skeleton to have a blur animation (or the overridden name). Default: false.spine/SpineReelSymbol.ts:41
autoPlayLanding?booleanIf true, automatically plays the landing animation concurrently with the stop-phase bounce. Requires the skeleton to have a landing animation (or the overridden name). Default: false.spine/SpineReelSymbol.ts:47
blurAnimation?stringDefault “blur” (fast spin) animation name. Default: ‘blur’.spine/SpineReelSymbol.ts:31
idleAnimation?stringDefault idle animation name. Default: ‘idle’.spine/SpineReelSymbol.ts:19
landingAnimation?stringDefault landing (one-shot) animation name. Default: ‘landing’.spine/SpineReelSymbol.ts:23
outAnimation?stringDefault “exit” animation name. used as the cascade pop / disintegrate. If the skeleton doesn’t have it, callers should fall back to an alpha tween. Default: ‘disintegration’.spine/SpineReelSymbol.ts:29
scale?numberScale for spine instances. Default: 1.spine/SpineReelSymbol.ts:35
spineMapRecord<string, { atlas: string; skeleton: string; }>Map of symbolId -> { skeletonAlias, atlasAlias }spine/SpineReelSymbol.ts:17
winAnimation?stringDefault win animation name. Default: ‘win’.spine/SpineReelSymbol.ts:21