AnimationNodeStateMachineTransition¶
Inherits: Resource < Reference < Object
Properties¶
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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¶
String advance_condition
Default |
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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)
bool auto_advance
Default |
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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.
bool disabled
Default |
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Setter |
set_disabled(value) |
Getter |
is_disabled() |
Don't use this transition during AnimationNodeStateMachinePlayback.travel or auto_advance.
int priority
Default |
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Setter |
set_priority(value) |
Getter |
get_priority() |
Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel or auto_advance.
SwitchMode switch_mode
Default |
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Setter |
set_switch_mode(value) |
Getter |
get_switch_mode() |
The transition type.
float xfade_time
Default |
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Setter |
set_xfade_time(value) |
Getter |
get_xfade_time() |
The time to cross-fade between this state and the next.