AnimationNodeStateMachineTransition

Inherits: Resource < Reference < Object

Category: Core

Brief Description

Signals

  • advance_condition_changed ( )

Enumerations

enum 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.
  • SWITCH_MODE_SYNC = 1 — Switch to the next state immediately, but will seek the new state to the playback position of the old state.
  • SWITCH_MODE_AT_END = 2 — Wait for the current state playback to end, then switch to the beginning of the next state animation.

Property Descriptions

Setter set_advance_condition(value)
Getter get_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 https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code). For example, if AnimationTree.tree_root is an AnimationNodeStateMachine and advance_condition is set to “idle”:

$animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0

Setter set_auto_advance(value)
Getter has_auto_advance()

Turn on the transition automatically when this state is reached. This works best with SWITCH_MODE_AT_END.


Setter set_disabled(value)
Getter is_disabled()

Don’t use this transition during AnimationNodeStateMachinePlayback.travel or auto_advance.


Setter set_priority(value)
Getter get_priority()

Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel or auto_advance.


Setter set_switch_mode(value)
Getter get_switch_mode()

The transition type.


Setter set_xfade_time(value)
Getter get_xfade_time()

The time to cross-fade between this state and the next.