Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

AnimationNodeBlendSpace1D

繼承: AnimationRootNode < AnimationNode < Resource < RefCounted < Object

一組放置於虛擬軸上的 AnimationRootNode,在相鄰的兩節點間進行交叉淡化。供 AnimationTree 使用。

說明

AnimationNodeBlendTree 使用的資源。

AnimationNodeBlendSpace1D 代表一條虛擬軸,可透過 add_blend_point() 新增任意 AnimationRootNode。其輸出為最接近目前值之兩節點的線性混合。

可使用 min_spacemax_space 設定軸向範圍。

教學

屬性

BlendMode

blend_mode

0

float

cyclic_length

0.0

float

max_space

1.0

float

min_space

-1.0

float

snap

0.1

bool

sync

SyncMode

sync_mode

0

String

value_label

"value"

方法

void

add_blend_point(node: AnimationRootNode, pos: float, at_index: int = -1, name: StringName = &"")

int

find_blend_point_by_name(name: StringName) const

int

get_blend_point_count() const

StringName

get_blend_point_name(point: int) const

AnimationRootNode

get_blend_point_node(point: int) const

float

get_blend_point_position(point: int) const

void

remove_blend_point(point: int)

void

reorder_blend_point(from_index: int, to_index: int)

void

set_blend_point_name(point: int, name: StringName)

void

set_blend_point_node(point: int, node: AnimationRootNode)

void

set_blend_point_position(point: int, pos: float)


列舉

enum BlendMode: 🔗

BlendMode BLEND_MODE_INTERPOLATED = 0

動畫間插值為線性模式。

BlendMode BLEND_MODE_DISCRETE = 1

混合空間播放與目前位置最近的動畫節點,可用於逐幀 2D 動畫。

BlendMode BLEND_MODE_DISCRETE_CARRY = 2

類似 BLEND_MODE_DISCRETE,但新動畫會自上一段動畫的播放位置開始。


enum SyncMode: 🔗

SyncMode SYNC_MODE_NONE = 0

Inactive animations are frozen and do not advance.

SyncMode SYNC_MODE_INDEPENDENT = 1

Inactive animations advance with a weight of 0. This is equivalent to the previous sync = true behavior.

SyncMode SYNC_MODE_CYCLIC_MUTABLE = 2

All animations are time-scaled so they stay in sync, with the cycle length dynamically computed from active blend weights. This is self-normalizing: a solo animation plays at normal speed.

Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.

SyncMode SYNC_MODE_CYCLIC_CONSTANT = 3

All animations are time-scaled so they complete one cycle in cyclic_length seconds, keeping them in sync regardless of their individual lengths.

Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.


屬性說明

BlendMode blend_mode = 0 🔗

控制動畫之間的插值方式。


float cyclic_length = 0.0 🔗

  • void set_cyclic_length(value: float)

  • float get_cyclic_length()

The cycle length in seconds used by SYNC_MODE_CYCLIC_CONSTANT. All animations are time-scaled so they complete one full cycle in this duration. Must be greater than 0 for cyclic sync to take effect.


float max_space = 1.0 🔗

  • void set_max_space(value: float)

  • float get_max_space()

混合空間軸向的點位置上限。參見 add_blend_point()


float min_space = -1.0 🔗

  • void set_min_space(value: float)

  • float get_min_space()

混合空間軸向的點位置下限。參見 add_blend_point()


float snap = 0.1 🔗

在軸上移動點時的捕捉間距。


bool sync 🔗

  • void set_use_sync(value: bool)

  • bool is_using_sync()

已棄用: Use sync_mode instead.

If true, sync mode is enabled (equivalent to SYNC_MODE_INDEPENDENT). This property is kept for backward compatibility.


SyncMode sync_mode = 0 🔗

Controls how animations are synced when blended. See SyncMode for available options.


String value_label = "value" 🔗

  • void set_value_label(value: String)

  • String get_value_label()

混合空間虛擬軸的標籤。


方法說明

void add_blend_point(node: AnimationRootNode, pos: float, at_index: int = -1, name: StringName = &"") 🔗

Adds a new point with name that represents a node on the virtual axis at a given position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

Note: If no name is provided, safe index is used as reference. In the future, empty names will be deprecated, so explicitly passing a name is recommended.


int find_blend_point_by_name(name: StringName) const 🔗

Returns the index of the blend point with the given name. Returns -1 if no blend point with that name is found.


int get_blend_point_count() const 🔗

回傳混合軸上的點數量。


StringName get_blend_point_name(point: int) const 🔗

Returns the name of the blend point at index point.


AnimationRootNode get_blend_point_node(point: int) const 🔗

回傳索引 point 之點所參照的 AnimationNode


float get_blend_point_position(point: int) const 🔗

回傳索引 point 之點的位置。


void remove_blend_point(point: int) 🔗

自混合軸移除索引 point 之點。


void reorder_blend_point(from_index: int, to_index: int) 🔗

Swaps the blend points at indices from_index and to_index, exchanging their positions and properties.


void set_blend_point_name(point: int, name: StringName) 🔗

Sets the name of the blend point at index point. If the name conflicts with an existing point, a unique name will be generated automatically.


void set_blend_point_node(point: int, node: AnimationRootNode) 🔗

更換索引 point 之點所參照的 AnimationNode


void set_blend_point_position(point: int, pos: float) 🔗

更新混合軸上索引 point 之點的位置。