AnimationNodeTransition

package
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Published: Jan 29, 2025 License: MIT Imports: 21 Imported by: 0

Documentation

Overview

Package AnimationNodeTransition provides methods for working with AnimationNodeTransition object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsAnimationNodeTransition() Instance
}

type Instance

type Instance [1]gdclass.AnimationNodeTransition

Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty. [b]Note:[/b] When using a cross-fade, [code]current_state[/code] and [code]current_index[/code] change to the next state immediately after the cross-fade begins. [codeblocks] [gdscript] # Play child animation connected to "state_2" port. animation_tree.set("parameters/Transition/transition_request", "state_2") # Alternative syntax (same result as above). animation_tree["parameters/Transition/transition_request"] = "state_2"

# Get current state name (read-only). animation_tree.get("parameters/Transition/current_state") # Alternative syntax (same result as above). animation_tree["parameters/Transition/current_state"]

# Get current state index (read-only). animation_tree.get("parameters/Transition/current_index") # Alternative syntax (same result as above). animation_tree["parameters/Transition/current_index"] [/gdscript] [csharp] // Play child animation connected to "state_2" port. animationTree.Set("parameters/Transition/transition_request", "state_2");

// Get current state name (read-only). animationTree.Get("parameters/Transition/current_state");

// Get current state index (read-only). animationTree.Get("parameters/Transition/current_index"); [/csharp] [/codeblocks]

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AllowTransitionToSelf

func (self Instance) AllowTransitionToSelf() bool

func (Instance) AsAnimationNode

func (self Instance) AsAnimationNode() AnimationNode.Instance

func (Instance) AsAnimationNodeSync

func (self Instance) AsAnimationNodeSync() AnimationNodeSync.Instance

func (Instance) AsAnimationNodeTransition

func (self Instance) AsAnimationNodeTransition() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) IsInputLoopBrokenAtEnd

func (self Instance) IsInputLoopBrokenAtEnd(input int) bool

Returns whether the animation breaks the loop at the end of the loop cycle for transition.

func (Instance) IsInputReset

func (self Instance) IsInputReset(input int) bool

Returns whether the animation restarts when the animation transitions from the other animation.

func (Instance) IsInputSetAsAutoAdvance

func (self Instance) IsInputSetAsAutoAdvance(input int) bool

Returns [code]true[/code] if auto-advance is enabled for the given [param input] index.

func (Instance) SetAllowTransitionToSelf

func (self Instance) SetAllowTransitionToSelf(value bool)

func (Instance) SetInputAsAutoAdvance

func (self Instance) SetInputAsAutoAdvance(input int, enable bool)

Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.

func (Instance) SetInputBreakLoopAtEnd

func (self Instance) SetInputBreakLoopAtEnd(input int, enable bool)

If [code]true[/code], breaks the loop at the end of the loop cycle for transition, even if the animation is looping.

func (Instance) SetInputCount

func (self Instance) SetInputCount(value int)

func (Instance) SetInputReset

func (self Instance) SetInputReset(input int, enable bool)

If [code]true[/code], the destination animation is restarted when the animation transitions.

func (Instance) SetXfadeCurve

func (self Instance) SetXfadeCurve(value [1]gdclass.Curve)

func (Instance) SetXfadeTime

func (self Instance) SetXfadeTime(value Float.X)

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

func (Instance) XfadeCurve

func (self Instance) XfadeCurve() [1]gdclass.Curve

func (Instance) XfadeTime

func (self Instance) XfadeTime() Float.X

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