class_animationnodeadd3.rst 1.8 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the AnimationNodeAdd3.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_AnimationNodeAdd3:
  6. AnimationNodeAdd3
  7. =================
  8. **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Blends two of three animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
  13. Properties
  14. ----------
  15. +-------------------------+----------------------------------------------------+
  16. | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd3_property_sync>` |
  17. +-------------------------+----------------------------------------------------+
  18. Description
  19. -----------
  20. A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations together additively out of three based on a value in the ``[-1.0, 1.0]`` range.
  21. This node has three inputs:
  22. - The base animation to add to
  23. - A -add animation to blend with when the blend amount is in the ``[-1.0, 0.0]`` range.
  24. - A +add animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range
  25. Property Descriptions
  26. ---------------------
  27. .. _class_AnimationNodeAdd3_property_sync:
  28. - :ref:`bool<class_bool>` **sync**
  29. +----------+---------------------+
  30. | *Setter* | set_use_sync(value) |
  31. +----------+---------------------+
  32. | *Getter* | is_using_sync() |
  33. +----------+---------------------+
  34. If ``true``, sets the ``optimization`` to ``false`` when calling :ref:`AnimationNode.blend_input<class_AnimationNode_method_blend_input>`, forcing the blended animations to update every frame.