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Merge pull request #27762 from rcorre/anim_docs

AnimationNode* docs
Max Hilbrunner 6 年之前
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7a0c086e45

+ 2 - 0
doc/classes/AnimationNodeBlendSpace2D.xml

@@ -136,8 +136,10 @@
 		<constant name="BLEND_MODE_INTERPOLATED" value="0" enum="BlendMode">
 		</constant>
 		<constant name="BLEND_MODE_DISCRETE" value="1" enum="BlendMode">
+			Useful for frame-by-frame 2D animations.
 		</constant>
 		<constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
+			Keep the current play position when switching between discrete animations.
 		</constant>
 	</constants>
 </class>

+ 6 - 1
doc/classes/AnimationNodeStateMachine.xml

@@ -3,6 +3,11 @@
 	<brief_description>
 	</brief_description>
 	<description>
+		Contains multiple root nodes as children in a graph. Each node is used as a state, and provides multiple functions to alternate between states. Retrieve the AnimationNodeStateMachinePlayback object from the [AnimationTree] node to control it programatically.
+		[codeblock]
+		var state_machine = anim_tree["parameters/StateMachine/playback"]
+		state_machine.travel("SomeState")
+		[codeblock]
 	</description>
 	<tutorials>
 	</tutorials>
@@ -170,7 +175,7 @@
 		<method name="set_graph_offset">
 			<return type="void">
 			</return>
-			<argument index="0" name="name" type="Vector2">
+			<argument index="0" name="offset" type="Vector2">
 			</argument>
 			<description>
 			</description>

+ 1 - 0
doc/classes/AnimationNodeStateMachinePlayback.xml

@@ -47,6 +47,7 @@
 			<argument index="0" name="to_node" type="String">
 			</argument>
 			<description>
+				Transition from the current state to another one, while visiting all the intermediate ones. This is done via the A* algorithm.
 			</description>
 		</method>
 	</methods>

+ 9 - 0
doc/classes/AnimationNodeStateMachineTransition.xml

@@ -12,16 +12,22 @@
 	</methods>
 	<members>
 		<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
+			Turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code.
 		</member>
 		<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
+			Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
 		</member>
 		<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+			Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
 		</member>
 		<member name="priority" type="int" setter="set_priority" getter="get_priority">
+			Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
 		</member>
 		<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode">
+			The transition type.
 		</member>
 		<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time">
+			The time to cross-fade between this state and the next.
 		</member>
 	</members>
 	<signals>
@@ -32,10 +38,13 @@
 	</signals>
 	<constants>
 		<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
+			Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
 		</constant>
 		<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
+			Switch to the next state immediately, but will seek the new state to the playback position of the old state.
 		</constant>
 		<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
+			Wait for the current state playback to end, then switch to the beginning of the next state animation.
 		</constant>
 	</constants>
 </class>

+ 2 - 0
doc/classes/AnimationTree.xml

@@ -5,8 +5,10 @@
 	<description>
 	</description>
 	<tutorials>
+		<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	<demos>
+		<link>https://github.com/godotengine/tps-demo</link>
 	</demos>
 	<methods>
 		<method name="advance">

+ 1 - 1
scene/animation/animation_node_state_machine.cpp

@@ -960,7 +960,7 @@ void AnimationNodeStateMachine::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
 	ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
 
-	ClassDB::bind_method(D_METHOD("set_graph_offset", "name"), &AnimationNodeStateMachine::set_graph_offset);
+	ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
 	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
 
 	ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);