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171 lines
8.1 KiB
ReStructuredText
171 lines
8.1 KiB
ReStructuredText
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:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/AnimationNodeStateMachineTransition.xml.
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.. _class_AnimationNodeStateMachineTransition:
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AnimationNodeStateMachineTransition
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===================================
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**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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Tutorials
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---------
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- :doc:`../tutorials/animation/animation_tree`
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Properties
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----------
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`String<class_String>` | :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` | ``""`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>` | ``false`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`disabled<class_AnimationNodeStateMachineTransition_property_disabled>` | ``false`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`int<class_int>` | :ref:`priority<class_AnimationNodeStateMachineTransition_property_priority>` | ``1`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` | :ref:`switch_mode<class_AnimationNodeStateMachineTransition_property_switch_mode>` | ``0`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`xfade_time<class_AnimationNodeStateMachineTransition_property_xfade_time>` | ``0.0`` |
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+------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
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Signals
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-------
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.. _class_AnimationNodeStateMachineTransition_signal_advance_condition_changed:
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- **advance_condition_changed** **(** **)**
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Emitted when :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is changed.
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Enumerations
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------------
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.. _enum_AnimationNodeStateMachineTransition_SwitchMode:
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.. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_IMMEDIATE:
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.. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_SYNC:
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.. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END:
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enum **SwitchMode**:
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- **SWITCH_MODE_IMMEDIATE** = **0** --- Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
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- **SWITCH_MODE_SYNC** = **1** --- Switch to the next state immediately, but will seek the new state to the playback position of the old state.
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- **SWITCH_MODE_AT_END** = **2** --- Wait for the current state playback to end, then switch to the beginning of the next state animation.
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Property Descriptions
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---------------------
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.. _class_AnimationNodeStateMachineTransition_property_advance_condition:
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- :ref:`String<class_String>` **advance_condition**
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+-----------+------------------------------+
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| *Default* | ``""`` |
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+-----------+------------------------------+
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| *Setter* | set_advance_condition(value) |
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+-----------+------------------------------+
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| *Getter* | get_advance_condition() |
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+-----------+------------------------------+
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Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `Using AnimationTree <../tutorials/animation/animation_tree.html#controlling-from-code>`__). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to ``"idle"``:
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::
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$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
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----
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.. _class_AnimationNodeStateMachineTransition_property_auto_advance:
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- :ref:`bool<class_bool>` **auto_advance**
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+-----------+-------------------------+
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| *Default* | ``false`` |
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+-----------+-------------------------+
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| *Setter* | set_auto_advance(value) |
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+-----------+-------------------------+
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| *Getter* | has_auto_advance() |
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+-----------+-------------------------+
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Turn on the transition automatically when this state is reached. This works best with :ref:`SWITCH_MODE_AT_END<class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END>`.
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----
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.. _class_AnimationNodeStateMachineTransition_property_disabled:
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- :ref:`bool<class_bool>` **disabled**
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+-----------+---------------------+
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| *Default* | ``false`` |
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+-----------+---------------------+
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| *Setter* | set_disabled(value) |
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+-----------+---------------------+
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| *Getter* | is_disabled() |
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+-----------+---------------------+
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Don't use this transition during :ref:`AnimationNodeStateMachinePlayback.travel<class_AnimationNodeStateMachinePlayback_method_travel>` or :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>`.
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----
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.. _class_AnimationNodeStateMachineTransition_property_priority:
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- :ref:`int<class_int>` **priority**
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+-----------+---------------------+
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| *Default* | ``1`` |
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+-----------+---------------------+
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| *Setter* | set_priority(value) |
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+-----------+---------------------+
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| *Getter* | get_priority() |
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+-----------+---------------------+
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Lower priority transitions are preferred when travelling through the tree via :ref:`AnimationNodeStateMachinePlayback.travel<class_AnimationNodeStateMachinePlayback_method_travel>` or :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>`.
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----
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.. _class_AnimationNodeStateMachineTransition_property_switch_mode:
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- :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` **switch_mode**
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+-----------+------------------------+
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| *Default* | ``0`` |
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+-----------+------------------------+
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| *Setter* | set_switch_mode(value) |
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+-----------+------------------------+
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| *Getter* | get_switch_mode() |
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+-----------+------------------------+
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The transition type.
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----
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.. _class_AnimationNodeStateMachineTransition_property_xfade_time:
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- :ref:`float<class_float>` **xfade_time**
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+-----------+-----------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------+
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| *Setter* | set_xfade_time(value) |
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+-----------+-----------------------+
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| *Getter* | get_xfade_time() |
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+-----------+-----------------------+
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The time to cross-fade between this state and the next.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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