Documentation
¶
Overview ¶
Package AnimationNodeOneShot provides methods for working with AnimationNodeOneShot object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsAnimationNode() AnimationNode.Instance
- func (self Instance) AsAnimationNodeOneShot() Instance
- func (self Instance) AsAnimationNodeSync() AnimationNodeSync.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) Autorestart() bool
- func (self Instance) AutorestartDelay() Float.X
- func (self Instance) AutorestartRandomDelay() Float.X
- func (self Instance) BreakLoopAtEnd() bool
- func (self Instance) FadeinCurve() [1]gdclass.Curve
- func (self Instance) FadeinTime() Float.X
- func (self Instance) FadeoutCurve() [1]gdclass.Curve
- func (self Instance) FadeoutTime() Float.X
- func (self Instance) MixMode() gdclass.AnimationNodeOneShotMixMode
- func (self Instance) SetAutorestart(value bool)
- func (self Instance) SetAutorestartDelay(value Float.X)
- func (self Instance) SetAutorestartRandomDelay(value Float.X)
- func (self Instance) SetBreakLoopAtEnd(value bool)
- func (self Instance) SetFadeinCurve(value [1]gdclass.Curve)
- func (self Instance) SetFadeinTime(value Float.X)
- func (self Instance) SetFadeoutCurve(value [1]gdclass.Curve)
- func (self Instance) SetFadeoutTime(value Float.X)
- func (self Instance) SetMixMode(value gdclass.AnimationNodeOneShotMixMode)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type MixMode
- type OneShotRequest
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.AnimationNodeOneShot
A resource to add to an [AnimationNodeBlendTree]. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE]. [codeblocks] [gdscript] # Play child animation connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
# Abort child animation connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
# Abort child animation with fading out connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT
# Get current state (read-only). animation_tree.get("parameters/OneShot/active") # Alternative syntax (same result as above). animation_tree["parameters/OneShot/active"]
# Get current internal state (read-only). animation_tree.get("parameters/OneShot/internal_active") # Alternative syntax (same result as above). animation_tree["parameters/OneShot/internal_active"] [/gdscript] [csharp] // Play child animation connected to "shot" port. animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);
// Abort child animation connected to "shot" port. animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);
// Abort child animation with fading out connected to "shot" port. animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
// Get current state (read-only). animationTree.Get("parameters/OneShot/active");
// Get current internal state (read-only). animationTree.Get("parameters/OneShot/internal_active"); [/csharp] [/codeblocks]
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) AsAnimationNodeOneShot ¶
func (Instance) AsAnimationNodeSync ¶
func (self Instance) AsAnimationNodeSync() AnimationNodeSync.Instance
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) Autorestart ¶
func (Instance) AutorestartDelay ¶
func (Instance) AutorestartRandomDelay ¶
func (Instance) BreakLoopAtEnd ¶
func (Instance) FadeinCurve ¶
func (Instance) FadeinTime ¶
func (Instance) FadeoutCurve ¶
func (Instance) FadeoutTime ¶
func (Instance) MixMode ¶
func (self Instance) MixMode() gdclass.AnimationNodeOneShotMixMode
func (Instance) SetAutorestart ¶
func (Instance) SetAutorestartDelay ¶
func (Instance) SetAutorestartRandomDelay ¶
func (Instance) SetBreakLoopAtEnd ¶
func (Instance) SetFadeinCurve ¶
func (Instance) SetFadeinTime ¶
func (Instance) SetFadeoutCurve ¶
func (Instance) SetFadeoutTime ¶
func (Instance) SetMixMode ¶
func (self Instance) SetMixMode(value gdclass.AnimationNodeOneShotMixMode)
func (*Instance) UnsafePointer ¶
type MixMode ¶
type MixMode = gdclass.AnimationNodeOneShotMixMode //gd:AnimationNodeOneShot.MixMode
type OneShotRequest ¶
type OneShotRequest = gdclass.AnimationNodeOneShotOneShotRequest //gd:AnimationNodeOneShot.OneShotRequest
const ( /*The default state of the request. Nothing is done.*/ OneShotRequestNone OneShotRequest = 0 /*The request to play the animation connected to "shot" port.*/ OneShotRequestFire OneShotRequest = 1 /*The request to stop the animation connected to "shot" port.*/ OneShotRequestAbort OneShotRequest = 2 /*The request to fade out the animation connected to "shot" port.*/ OneShotRequestFadeOut OneShotRequest = 3 )