AnimationNodeStateMachineTransition.xml 3.1 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="AnimationNodeStateMachineTransition" inherits="Resource" version="4.0">
  3. <brief_description>
  4. </brief_description>
  5. <description>
  6. </description>
  7. <tutorials>
  8. <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
  9. </tutorials>
  10. <members>
  11. <member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&amp;&quot;&quot;">
  12. Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
  13. [codeblocks]
  14. [gdscript]
  15. $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
  16. [/gdscript]
  17. [csharp]
  18. GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.x == 0));
  19. [/csharp]
  20. [/codeblocks]
  21. </member>
  22. <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
  23. Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
  24. </member>
  25. <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
  26. Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
  27. </member>
  28. <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
  29. Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
  30. </member>
  31. <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
  32. The transition type.
  33. </member>
  34. <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
  35. The time to cross-fade between this state and the next.
  36. </member>
  37. </members>
  38. <signals>
  39. <signal name="advance_condition_changed">
  40. <description>
  41. Emitted when [member advance_condition] is changed.
  42. </description>
  43. </signal>
  44. </signals>
  45. <constants>
  46. <constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
  47. Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
  48. </constant>
  49. <constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
  50. Switch to the next state immediately, but will seek the new state to the playback position of the old state.
  51. </constant>
  52. <constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
  53. Wait for the current state playback to end, then switch to the beginning of the next state animation.
  54. </constant>
  55. </constants>
  56. </class>