class_animationnodestatemachinetransition.rst 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170
  1. :github_url: hide
  2. .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the AnimationNodeStateMachineTransition.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_AnimationNodeStateMachineTransition:
  6. AnimationNodeStateMachineTransition
  7. ===================================
  8. **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
  9. Tutorials
  10. ---------
  11. - :doc:`../tutorials/animation/animation_tree`
  12. Properties
  13. ----------
  14. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  15. | :ref:`String<class_String>` | :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` | ``""`` |
  16. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  17. | :ref:`bool<class_bool>` | :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>` | ``false`` |
  18. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  19. | :ref:`bool<class_bool>` | :ref:`disabled<class_AnimationNodeStateMachineTransition_property_disabled>` | ``false`` |
  20. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  21. | :ref:`int<class_int>` | :ref:`priority<class_AnimationNodeStateMachineTransition_property_priority>` | ``1`` |
  22. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  23. | :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` | :ref:`switch_mode<class_AnimationNodeStateMachineTransition_property_switch_mode>` | ``0`` |
  24. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  25. | :ref:`float<class_float>` | :ref:`xfade_time<class_AnimationNodeStateMachineTransition_property_xfade_time>` | ``0.0`` |
  26. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-----------+
  27. Signals
  28. -------
  29. .. _class_AnimationNodeStateMachineTransition_signal_advance_condition_changed:
  30. - **advance_condition_changed** **(** **)**
  31. Emitted when :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is changed.
  32. Enumerations
  33. ------------
  34. .. _enum_AnimationNodeStateMachineTransition_SwitchMode:
  35. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_IMMEDIATE:
  36. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_SYNC:
  37. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END:
  38. enum **SwitchMode**:
  39. - **SWITCH_MODE_IMMEDIATE** = **0** --- Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
  40. - **SWITCH_MODE_SYNC** = **1** --- Switch to the next state immediately, but will seek the new state to the playback position of the old state.
  41. - **SWITCH_MODE_AT_END** = **2** --- Wait for the current state playback to end, then switch to the beginning of the next state animation.
  42. Property Descriptions
  43. ---------------------
  44. .. _class_AnimationNodeStateMachineTransition_property_advance_condition:
  45. - :ref:`String<class_String>` **advance_condition**
  46. +-----------+------------------------------+
  47. | *Default* | ``""`` |
  48. +-----------+------------------------------+
  49. | *Setter* | set_advance_condition(value) |
  50. +-----------+------------------------------+
  51. | *Getter* | get_advance_condition() |
  52. +-----------+------------------------------+
  53. 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 `https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/3.4/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"``:
  54. ::
  55. $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
  56. ----
  57. .. _class_AnimationNodeStateMachineTransition_property_auto_advance:
  58. - :ref:`bool<class_bool>` **auto_advance**
  59. +-----------+-------------------------+
  60. | *Default* | ``false`` |
  61. +-----------+-------------------------+
  62. | *Setter* | set_auto_advance(value) |
  63. +-----------+-------------------------+
  64. | *Getter* | has_auto_advance() |
  65. +-----------+-------------------------+
  66. 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>`.
  67. ----
  68. .. _class_AnimationNodeStateMachineTransition_property_disabled:
  69. - :ref:`bool<class_bool>` **disabled**
  70. +-----------+---------------------+
  71. | *Default* | ``false`` |
  72. +-----------+---------------------+
  73. | *Setter* | set_disabled(value) |
  74. +-----------+---------------------+
  75. | *Getter* | is_disabled() |
  76. +-----------+---------------------+
  77. Don't use this transition during :ref:`AnimationNodeStateMachinePlayback.travel<class_AnimationNodeStateMachinePlayback_method_travel>` or :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>`.
  78. ----
  79. .. _class_AnimationNodeStateMachineTransition_property_priority:
  80. - :ref:`int<class_int>` **priority**
  81. +-----------+---------------------+
  82. | *Default* | ``1`` |
  83. +-----------+---------------------+
  84. | *Setter* | set_priority(value) |
  85. +-----------+---------------------+
  86. | *Getter* | get_priority() |
  87. +-----------+---------------------+
  88. 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>`.
  89. ----
  90. .. _class_AnimationNodeStateMachineTransition_property_switch_mode:
  91. - :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` **switch_mode**
  92. +-----------+------------------------+
  93. | *Default* | ``0`` |
  94. +-----------+------------------------+
  95. | *Setter* | set_switch_mode(value) |
  96. +-----------+------------------------+
  97. | *Getter* | get_switch_mode() |
  98. +-----------+------------------------+
  99. The transition type.
  100. ----
  101. .. _class_AnimationNodeStateMachineTransition_property_xfade_time:
  102. - :ref:`float<class_float>` **xfade_time**
  103. +-----------+-----------------------+
  104. | *Default* | ``0.0`` |
  105. +-----------+-----------------------+
  106. | *Setter* | set_xfade_time(value) |
  107. +-----------+-----------------------+
  108. | *Getter* | get_xfade_time() |
  109. +-----------+-----------------------+
  110. The time to cross-fade between this state and the next.
  111. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  112. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  113. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`