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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
98 lines
4.0 KiB
XML
98 lines
4.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeStateMachinePlayback" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides playback control for an [AnimationNodeStateMachine].
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</brief_description>
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<description>
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Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree.get("parameters/playback")[/code].
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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var state_machine = $AnimationTree.get("parameters/playback")
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state_machine.travel("some_state")
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[/gdscript]
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[csharp]
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var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback").As<AnimationNodeStateMachinePlayback>();
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stateMachine.Travel("some_state");
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
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<methods>
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<method name="get_current_length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the current state length.
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[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.
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</description>
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</method>
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<method name="get_current_node" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the currently playing animation state.
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[b]Note:[/b] When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.
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</description>
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</method>
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<method name="get_current_play_position" qualifiers="const">
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<return type="float" />
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<description>
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Returns the playback position within the current animation state.
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</description>
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</method>
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<method name="get_fading_from_node" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the starting state of currently fading animation.
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</description>
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</method>
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<method name="get_travel_path" qualifiers="const">
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<return type="StringName[]" />
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<description>
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Returns the current travel path as computed internally by the A* algorithm.
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</description>
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</method>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if an animation is playing.
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</description>
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</method>
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<method name="next">
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<return type="void" />
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<description>
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If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.
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</description>
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</method>
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<method name="start">
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<return type="void" />
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<param index="0" name="node" type="StringName" />
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<param index="1" name="reset" type="bool" default="true" />
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<description>
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Starts playing the given animation.
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If [param reset] is [code]true[/code], the animation is played from the beginning.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the currently playing animation.
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</description>
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</method>
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<method name="travel">
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<return type="void" />
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<param index="0" name="to_node" type="StringName" />
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<param index="1" name="reset_on_teleport" type="bool" default="true" />
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<description>
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Transitions from the current state to another one, following the shortest path.
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If the path does not connect from the current state, the animation will play after the state teleports.
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If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation.
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</description>
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</method>
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</methods>
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<members>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
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</members>
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</class>
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