Table of Contents

Struct AnimationSequenceControls

Namespace
Velvet
Assembly
Velvet.Docs.dll

Imperative controls for a sequence started by UseAnimationSequence(IReadOnlyList<AnimationSequenceStep>, object?[]?, bool, bool), Framer Motion's sequence playback controls. They drive the sequence's own timeline — its step cursor and clock — and the Spring and Bezier plays its steps' labels start on a V.Motion handed CurrentTransition: see the motion guide's Timelines section for what each reaches.

public readonly struct AnimationSequenceControls

Properties

Cancel

Stops the sequence, Framer Motion's cancel(): the cursor stays where it is, and each Spring or Bezier play its steps started returns to the values it started from and stops there, without its completion running. Play starts the sequence again from step 0.

Pause

Freezes the cursor at its current step — elapsed time stops accumulating toward the next hold — and holds the Spring and Bezier plays its steps started where they are.

Play

Resumes advancing (idempotent), the cursor and the Spring and Bezier plays its steps started alike. Also what autoplay: true starts with on mount. After Cancel, starts the sequence again from step 0.

Restart

Returns to step 0 and re-commits its effect (firing a Call step 0's callback again). Does not implicitly unpause.

Speed

The rate the timeline and the Spring and Bezier plays its steps started advance at, delays included, Framer Motion's speed: 1 by default, 2 twice as fast, 0.5 half as fast, and 0 holds both where they are. Setting it re-times the running plays from the next frame. Throws System.ArgumentOutOfRangeException for a negative, NaN or infinite value.

TimeSec

Seconds into the sequence's timeline, counting each step's hold at its authored length. Read live, not per render; the motion guide's Timelines section owns the rest.