diff options
Diffstat (limited to 'doc/classes/AnimationNodeStateMachineTransition.xml')
-rw-r--r-- | doc/classes/AnimationNodeStateMachineTransition.xml | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index e07a9fc980..aeb44a789b 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -1,27 +1,34 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="AnimationNodeStateMachineTransition" inherits="Resource" category="Core" version="3.1"> +<class name="AnimationNodeStateMachineTransition" inherits="Resource" category="Core" version="3.2"> <brief_description> </brief_description> <description> </description> <tutorials> </tutorials> - <demos> - </demos> <methods> </methods> <members> <member name="advance_condition" type="String" setter="set_advance_condition" 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 [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to "idle": + [codeblock] + $animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0 + [/codeblock] </member> <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance"> + Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code]. </member> <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled"> + Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. </member> <member name="priority" type="int" setter="set_priority" getter="get_priority"> + Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. </member> <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode"> + The transition type. </member> <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time"> + The time to cross-fade between this state and the next. </member> </members> <signals> @@ -32,10 +39,13 @@ </signals> <constants> <constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode"> + Switch to the next state immediately. The current state will end and blend into the beginning of the new one. </constant> <constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode"> + Switch to the next state immediately, but will seek the new state to the playback position of the old state. </constant> <constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode"> + Wait for the current state playback to end, then switch to the beginning of the next state animation. </constant> </constants> </class> |