class_animationnodestatemachinetransition.rst 7.6 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>` | 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. 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. | *Default* | "" |
  47. +-----------+------------------------------+
  48. | *Setter* | set_advance_condition(value) |
  49. +-----------+------------------------------+
  50. | *Getter* | get_advance_condition() |
  51. +-----------+------------------------------+
  52. 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":
  53. ::
  54. $animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0
  55. .. _class_AnimationNodeStateMachineTransition_property_auto_advance:
  56. - :ref:`bool<class_bool>` **auto_advance**
  57. +-----------+-------------------------+
  58. | *Default* | false |
  59. +-----------+-------------------------+
  60. | *Setter* | set_auto_advance(value) |
  61. +-----------+-------------------------+
  62. | *Getter* | has_auto_advance() |
  63. +-----------+-------------------------+
  64. 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>`.
  65. .. _class_AnimationNodeStateMachineTransition_property_disabled:
  66. - :ref:`bool<class_bool>` **disabled**
  67. +-----------+---------------------+
  68. | *Default* | false |
  69. +-----------+---------------------+
  70. | *Setter* | set_disabled(value) |
  71. +-----------+---------------------+
  72. | *Getter* | is_disabled() |
  73. +-----------+---------------------+
  74. Don't use this transition during :ref:`AnimationNodeStateMachinePlayback.travel<class_AnimationNodeStateMachinePlayback_method_travel>` or :ref:`auto_advance<class_AnimationNodeStateMachineTransition_property_auto_advance>`.
  75. .. _class_AnimationNodeStateMachineTransition_property_priority:
  76. - :ref:`int<class_int>` **priority**
  77. +-----------+---------------------+
  78. | *Default* | 1 |
  79. +-----------+---------------------+
  80. | *Setter* | set_priority(value) |
  81. +-----------+---------------------+
  82. | *Getter* | get_priority() |
  83. +-----------+---------------------+
  84. 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>`.
  85. .. _class_AnimationNodeStateMachineTransition_property_switch_mode:
  86. - :ref:`SwitchMode<enum_AnimationNodeStateMachineTransition_SwitchMode>` **switch_mode**
  87. +-----------+------------------------+
  88. | *Default* | 0 |
  89. +-----------+------------------------+
  90. | *Setter* | set_switch_mode(value) |
  91. +-----------+------------------------+
  92. | *Getter* | get_switch_mode() |
  93. +-----------+------------------------+
  94. The transition type.
  95. .. _class_AnimationNodeStateMachineTransition_property_xfade_time:
  96. - :ref:`float<class_float>` **xfade_time**
  97. +-----------+-----------------------+
  98. | *Default* | 0.0 |
  99. +-----------+-----------------------+
  100. | *Setter* | set_xfade_time(value) |
  101. +-----------+-----------------------+
  102. | *Getter* | get_xfade_time() |
  103. +-----------+-----------------------+
  104. The time to cross-fade between this state and the next.