Documentation ¶
Overview ¶
Package AnimationNodeTransition provides methods for working with AnimationNodeTransition object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AllowTransitionToSelf() bool
- func (self Instance) AsAnimationNode() AnimationNode.Instance
- func (self Instance) AsAnimationNodeSync() AnimationNodeSync.Instance
- func (self Instance) AsAnimationNodeTransition() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) IsInputLoopBrokenAtEnd(input int) bool
- func (self Instance) IsInputReset(input int) bool
- func (self Instance) IsInputSetAsAutoAdvance(input int) bool
- func (self Instance) SetAllowTransitionToSelf(value bool)
- func (self Instance) SetInputAsAutoAdvance(input int, enable bool)
- func (self Instance) SetInputBreakLoopAtEnd(input int, enable bool)
- func (self Instance) SetInputCount(value int)
- func (self Instance) SetInputReset(input int, enable bool)
- func (self Instance) SetXfadeCurve(value [1]gdclass.Curve)
- func (self Instance) SetXfadeTime(value Float.X)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) XfadeCurve() [1]gdclass.Curve
- func (self Instance) XfadeTime() Float.X
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 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 (Instance) AllowTransitionToSelf ¶
func (Instance) AsAnimationNode ¶
func (self Instance) AsAnimationNode() AnimationNode.Instance
func (Instance) AsAnimationNodeSync ¶
func (self Instance) AsAnimationNodeSync() AnimationNodeSync.Instance
func (Instance) AsAnimationNodeTransition ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) IsInputLoopBrokenAtEnd ¶
Returns whether the animation breaks the loop at the end of the loop cycle for transition.
func (Instance) IsInputReset ¶
Returns whether the animation restarts when the animation transitions from the other animation.
func (Instance) IsInputSetAsAutoAdvance ¶
Returns [code]true[/code] if auto-advance is enabled for the given [param input] index.
func (Instance) SetAllowTransitionToSelf ¶
func (Instance) SetInputAsAutoAdvance ¶
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 ¶
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 (Instance) SetInputReset ¶
If [code]true[/code], the destination animation is restarted when the animation transitions.