Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
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.
advance_condition_changed ( )
Emitted when advance_condition is changed.
SwitchMode SWITCH_MODE_IMMEDIATE =
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
SwitchMode SWITCH_MODE_SYNC =
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 =
Wait for the current state playback to end, then switch to the beginning of the next state animation.
AdvanceMode ADVANCE_MODE_DISABLED =
Don't use this transition.
AdvanceMode ADVANCE_MODE_ENABLED =
Only use this transition during AnimationNodeStateMachinePlayback.travel.
AdvanceMode ADVANCE_MODE_AUTO =
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.tree_root is an AnimationNodeStateMachine and advance_condition is set to
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0));