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AnimationNodeStateMachineTransition

Inherits: Resource < RefCounted < Object

A transition within an AnimationNodeStateMachine connecting two AnimationRootNodes.

Description

The path generated when using AnimationNodeStateMachinePlayback.travel is limited to the nodes connected by AnimationNodeStateMachineTransition.

You can set the timing and conditions of the transition in detail.

Tutorials

Properties

StringName

advance_condition

&""

String

advance_expression

""

AdvanceMode

advance_mode

1

int

priority

1

bool

reset

true

SwitchMode

switch_mode

0

Curve

xfade_curve

float

xfade_time

0.0


Signals

advance_condition_changed ( )

Emitted when advance_condition is changed.


Enumerations

enum SwitchMode:

SwitchMode SWITCH_MODE_IMMEDIATE = 0

Switch to the next state immediately. The current state will end and blend into the beginning of the new one.

SwitchMode SWITCH_MODE_SYNC = 1

Switch to the next state immediately, but will seek the new state to the playback position of the old state.

SwitchMode SWITCH_MODE_AT_END = 2

Wait for the current state playback to end, then switch to the beginning of the next state animation.


enum AdvanceMode:

AdvanceMode ADVANCE_MODE_DISABLED = 0

Don't use this transition.

AdvanceMode ADVANCE_MODE_ENABLED = 1

Only use this transition during AnimationNodeStateMachinePlayback.travel.

AdvanceMode ADVANCE_MODE_AUTO = 2

Automatically use this transition if the advance_condition and advance_expression checks are true (if assigned).


Property Descriptions

StringName advance_condition = &""

Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the AnimationTree that can be controlled from code (see Using AnimationTree). For example, if AnimationTree.