diff options
Diffstat (limited to 'doc/classes/AnimationTree.xml')
-rw-r--r-- | doc/classes/AnimationTree.xml | 34 |
1 files changed, 14 insertions, 20 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 262b5addb7..843dd5a6d1 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -7,33 +7,27 @@ Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> - <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="advance"> - <return type="void"> - </return> - <argument index="0" name="delta" type="float"> - </argument> + <return type="void" /> + <argument index="0" name="delta" type="float" /> <description> Manually advance the animations by the specified time (in seconds). </description> </method> <method name="get_root_motion_transform" qualifiers="const"> - <return type="Transform"> - </return> + <return type="Transform3D" /> <description> - Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. + Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView]. </description> </method> <method name="rename_parameter"> - <return type="void"> - </return> - <argument index="0" name="old_name" type="String"> - </argument> - <argument index="1" name="new_name" type="String"> - </argument> + <return type="void" /> + <argument index="0" name="old_name" type="String" /> + <argument index="1" name="new_name" type="String" /> <description> </description> </method> @@ -45,25 +39,25 @@ <member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")"> The path to the [AnimationPlayer] used for animating. </member> - <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="AnimationTree.AnimationProcessMode" default="1"> - The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. + <member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1"> + The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes. </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. - If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. + If the track has type [constant Animation.TYPE_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. </member> </members> <constants> - <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode"> + <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback"> The animations will progress during the physics frame (i.e. [method Node._physics_process]). </constant> - <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode"> + <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback"> The animations will progress during the idle frame (i.e. [method Node._process]). </constant> - <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode"> + <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback"> The animations will only progress manually (see [method advance]). </constant> </constants> |