<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTree" inherits="Node" version="3.5">
	<brief_description>
		A node to be used for advanced animation transitions in an [AnimationPlayer].
	</brief_description>
	<description>
		A node to be used for advanced animation transitions in an [AnimationPlayer].
		[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
	</description>
	<tutorials>
		<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
	</tutorials>
	<methods>
		<method name="advance">
			<return type="void" />
			<argument index="0" name="delta" type="float" />
			<description>
				Manually advance the animations by the specified time (in seconds).
			</description>
		</method>
		<method name="get_root_motion_transform" qualifiers="const">
			<return type="Transform" />
			<description>
				Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
			</description>
		</method>
		<method name="rename_parameter">
			<return type="void" />
			<argument index="0" name="old_name" type="String" />
			<argument index="1" name="new_name" type="String" />
			<description>
			</description>
		</method>
	</methods>
	<members>
		<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
			If [code]true[/code], the [AnimationTree] will be processing.
		</member>
		<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
			The path to the [AnimationPlayer] used for animating.
		</member>
		<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="AnimationTree.AnimationProcessMode" default="1">
			The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes.
		</member>
		<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
			The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
			If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
		</member>
		<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
			The root animation node of this [AnimationTree]. See [AnimationNode].
		</member>
	</members>
	<constants>
		<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
			The animations will progress during the physics frame (i.e. [method Node._physics_process]).
		</constant>
		<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
			The animations will progress during the idle frame (i.e. [method Node._process]).
		</constant>
		<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
			The animations will only progress manually (see [method advance]).
		</constant>
	</constants>
</class>
