Documentation ¶
Overview ¶
Package AnimationNodeSync provides methods for working with AnimationNodeSync object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsAnimationNode() AnimationNode.Instance
- func (self Instance) AsAnimationNodeSync() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) SetSync(value bool)
- func (self Instance) Sync() bool
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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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.AnimationNodeSync
An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an [AnimationTree].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsAnimationNode ¶
func (self Instance) AsAnimationNode() AnimationNode.Instance
func (Instance) AsAnimationNodeSync ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (*Instance) UnsafePointer ¶
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