class_animationnodestatemachinetransition.rst 7.0 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 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. **Category:** Core
  10. Brief Description
  11. -----------------
  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>` |
  18. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+
  19. | :ref:`bool<class_bool>` | :ref:`disabled<class_AnimationNodeStateMachineTransition_property_disabled>` |
  20. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+
  21. | :ref:`int<class_int>` | :ref:`priority<class_AnimationNodeStateMachineTransition_property_priority>` |
  22. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+
  23. | :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` | :ref:`switch_mode<class_AnimationNodeStateMachineTransition_property_switch_mode>` |
  24. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+
  25. | :ref:`float<class_float>` | :ref:`xfade_time<class_AnimationNodeStateMachineTransition_property_xfade_time>` |
  26. +------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+
  27. Signals
  28. -------
  29. .. _class_AnimationNodeStateMachineTransition_signal_advance_condition_changed:
  30. - **advance_condition_changed** **(** **)**
  31. Enumerations
  32. ------------
  33. .. _enum_AnimationNodeStateMachineTransition_SwitchMode:
  34. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_IMMEDIATE:
  35. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_SYNC:
  36. .. _class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END:
  37. enum **SwitchMode**:
  38. - **SWITCH_MODE_IMMEDIATE** = **0** --- Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
  39. - **SWITCH_MODE_SYNC** = **1** --- Switch to the next state immediately, but will seek the new state to the playback position of the old state.
  40. - **SWITCH_MODE_AT_END** = **2** --- Wait for the current state playback to end, then switch to the beginning of the next state animation.
  41. Property Descriptions
  42. ---------------------
  43. .. _class_AnimationNodeStateMachineTransition_property_advance_condition:
  44. - :ref:`String<class_String>` **advance_condition**
  45. +----------+------------------------------+
  46. | *Setter* | set_advance_condition(value) |
  47. +----------+------------------------------+
  48. | *Getter* | get_advance_condition() |
  49. +----------+------------------------------+
  50. 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/latest/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/latest/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":
  51. ::
  52. $animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0
  53. ----
  54. .. _class_AnimationNodeStateMachineTransition_property_auto_advance:
  55. - :ref:`bool<class_bool>` **auto_advance**
  56. +----------+-------------------------+
  57. | *Setter* | set_auto_advance(value) |
  58. +----------+-------------------------+
  59. | *Getter* | has_auto_advance() |
  60. +----------+-------------------------+
  61. 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>`.
  62. ----
  63. .. _class_AnimationNodeStateMachineTransition_property_disabled:
  64. - :ref:`bool<class_bool>` **disabled**
  65. +----------+---------------------+
  66. | *Setter* | set_disabled(value) |
  67. +----------+---------------------+
  68. | *Getter* | is_disabled() |
  69. +----------+---------------------+
  70. Don't use this transition during :ref:`AnimationNodeStateMachinePlayback.travel<class_AnimationNodeStateMachinePlayback_method_travel>` or :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>`.
  71. ----
  72. .. _class_AnimationNodeStateMachineTransition_property_priority:
  73. - :ref:`int<class_int>` **priority**
  74. +----------+---------------------+
  75. | *Setter* | set_priority(value) |
  76. +----------+---------------------+
  77. | *Getter* | get_priority() |
  78. +----------+---------------------+
  79. 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>`.
  80. ----
  81. .. _class_AnimationNodeStateMachineTransition_property_switch_mode:
  82. - :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` **switch_mode**
  83. +----------+------------------------+
  84. | *Setter* | set_switch_mode(value) |
  85. +----------+------------------------+
  86. | *Getter* | get_switch_mode() |
  87. +----------+------------------------+
  88. The transition type.
  89. ----
  90. .. _class_AnimationNodeStateMachineTransition_property_xfade_time:
  91. - :ref:`float<class_float>` **xfade_time**
  92. +----------+-----------------------+
  93. | *Setter* | set_xfade_time(value) |
  94. +----------+-----------------------+
  95. | *Getter* | get_xfade_time() |
  96. +----------+-----------------------+
  97. The time to cross-fade between this state and the next.