pandemonium_engine_docs/classes/class_animationnodestatemachinetransition.rst

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