:github_url: hide .. Generated automatically by doc/tools/makerst.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//doc_classes. .. _class_AnimationNodeStateMachineTransition: AnimationNodeStateMachineTransition =================================== **Inherits:** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Properties ---------- +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`advance_condition` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`auto_advance` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`disabled` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`priority` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`SwitchMode` | :ref:`switch_mode` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`xfade_time` | +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ Signals ------- .. _class_AnimationNodeStateMachineTransition_signal_advance_condition_changed: - **advance_condition_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` **advance_condition** +----------+------------------------------+ | *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` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code `_). For example, if :ref:`AnimationTree.tree_root` is an :ref:`AnimationNodeStateMachine` and :ref:`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` **auto_advance** +----------+-------------------------+ | *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_property_disabled: - :ref:`bool` **disabled** +----------+---------------------+ | *Setter* | set_disabled(value) | +----------+---------------------+ | *Getter* | is_disabled() | +----------+---------------------+ Don't use this transition during :ref:`AnimationNodeStateMachinePlayback.travel` or :ref:`auto_advance`. ---- .. _class_AnimationNodeStateMachineTransition_property_priority: - :ref:`int` **priority** +----------+---------------------+ | *Setter* | set_priority(value) | +----------+---------------------+ | *Getter* | get_priority() | +----------+---------------------+ Lower priority transitions are preferred when travelling through the tree via :ref:`AnimationNodeStateMachinePlayback.travel` or :ref:`auto_advance`. ---- .. _class_AnimationNodeStateMachineTransition_property_switch_mode: - :ref:`SwitchMode` **switch_mode** +----------+------------------------+ | *Setter* | set_switch_mode(value) | +----------+------------------------+ | *Getter* | get_switch_mode() | +----------+------------------------+ The transition type. ---- .. _class_AnimationNodeStateMachineTransition_property_xfade_time: - :ref:`float` **xfade_time** +----------+-----------------------+ | *Setter* | set_xfade_time(value) | +----------+-----------------------+ | *Getter* | get_xfade_time() | +----------+-----------------------+ The time to cross-fade between this state and the next.