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- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the AnimationNodeStateMachineTransition.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _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 `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"``:
- ::
- $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.)`
|