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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="AnimationTree" inherits="Node" version="3.2">
- <brief_description>
- A node to be used for advanced animation transitions in an [AnimationPlayer].
- </brief_description>
- <description>
- Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
- </description>
- <tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
- <link>https://github.com/godotengine/tps-demo</link>
- </tutorials>
- <methods>
- <method name="advance">
- <return type="void">
- </return>
- <argument index="0" name="delta" type="float">
- </argument>
- <description>
- Manually advance the animations by the specified time (in seconds).
- </description>
- </method>
- <method name="get_root_motion_transform" qualifiers="const">
- <return type="Transform">
- </return>
- <description>
- Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation.
- </description>
- </method>
- <method name="rename_parameter">
- <return type="void">
- </return>
- <argument index="0" name="old_name" type="String">
- </argument>
- <argument index="1" name="new_name" type="String">
- </argument>
- <description>
- </description>
- </method>
- </methods>
- <members>
- <member name="active" type="bool" setter="set_active" getter="is_active" default="false">
- If [code]true[/code], the [AnimationTree] will be processing.
- </member>
- <member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")">
- The path to the [AnimationPlayer] used for animating.
- </member>
- <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="AnimationTree.AnimationProcessMode" default="1">
- The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes.
- </member>
- <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")">
- The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place.
- </member>
- <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
- The root animation node of this [AnimationTree]. See [AnimationNode].
- </member>
- </members>
- <constants>
- <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
- The animations will progress during the physics frame (i.e. [method Node._physics_process]).
- </constant>
- <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
- The animations will progress during the idle frame (i.e. [method Node._process]).
- </constant>
- <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
- The animations will only progress manually (see [method advance]).
- </constant>
- </constants>
- </class>
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