AnimationNodeStateMachinePlayback¶
Inherits: Resource < RefCounted < Object
Playback control for AnimationNodeStateMachine.
Description¶
Allows control of AnimationTree state machines created with AnimationNodeStateMachine. Retrieve with $AnimationTree.get("parameters/playback")
.
Example:
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback;
stateMachine.Travel("some_state");
Tutorials¶
Properties¶
resource_local_to_scene |
|
Methods¶
get_current_length ( ) const |
|
get_current_node ( ) const |
|
get_current_play_position ( ) const |
|
get_fading_from_node ( ) const |
|
get_travel_path ( ) const |
|
is_playing ( ) const |
|
void |
next ( ) |
void |
start ( StringName node, bool reset=true ) |
void |
stop ( ) |
void |
travel ( StringName to_node, bool reset_on_teleport=true ) |
Method Descriptions¶
float get_current_length ( ) const
There is currently no description for this method. Please help us by contributing one!
StringName get_current_node ( ) const
Returns the currently playing animation state.
float get_current_play_position ( ) const
Returns the playback position within the current animation state.
StringName get_fading_from_node ( ) const
Returns the starting state of currently fading animation.
PackedStringArray get_travel_path ( ) const
Returns the current travel path as computed internally by the A* algorithm.
bool is_playing ( ) const
Returns true
if an animation is playing.
void next ( )
If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.
void start ( StringName node, bool reset=true )
Starts playing the given animation.
If reset
is true
, the animation is played from the beginning.
void stop ( )
Stops the currently playing animation.
void travel ( StringName to_node, bool reset_on_teleport=true )
Transitions from the current state to another one, following the shortest path.
If the path does not connect from the current state, the animation will play after the state teleports.
If reset_on_teleport
is true
, the animation is played from the beginning when the travel cause a teleportation.