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AnimationNodeTransition¶
Inherits: AnimationNodeSync < AnimationNode < Resource < RefCounted < Object
A transition within an AnimationTree connecting two AnimationNodes.
Description¶
Simple state machine for cases which don't require a more advanced AnimationNodeStateMachine. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its transition_request
value to empty.
Note: When using a cross-fade, current_state
and current_index
change to the next state immediately after the cross-fade begins.
# Play child animation connected to "state_2" port.
animation_tree.set("parameters/Transition/transition_request", "state_2")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/transition_request"] = "state_2"
# Get current state name (read-only).
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]
# Get current state index (read-only).
animation_tree.get("parameters/Transition/current_index")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_index"]
// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");
// Get current state name (read-only).
animationTree.Get("parameters/Transition/current_state");
// Get current state index (read-only).
animationTree.Get("parameters/Transition/current_index");
Tutorials¶
Properties¶
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Methods¶
is_input_reset ( int input ) const |
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is_input_set_as_auto_advance ( int input ) const |
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void |
set_input_as_auto_advance ( int input, bool enable ) |
void |
set_input_reset ( int input, bool enable ) |
Property Descriptions¶
bool allow_transit