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path: root/doc/classes/AnimationNodeTransition.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNodeTransition" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A generic animation transition node for [AnimationTree].
	</brief_description>
	<description>
		Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
	</description>
	<tutorials>
		<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
	</tutorials>
	<methods>
		<method name="is_input_set_as_auto_advance" qualifiers="const">
			<return type="bool" />
			<param index="0" name="input" type="int" />
			<description>
				Returns [code]true[/code] if auto-advance is enabled for the given [param input] index.
			</description>
		</method>
		<method name="set_input_as_auto_advance">
			<return type="void" />
			<param index="0" name="input" type="int" />
			<param index="1" name="enable" type="bool" />
			<description>
				Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
			</description>
		</method>
	</methods>
	<members>
		<member name="input_count" type="int" setter="set_input_count" getter="get_input_count" default="0">
			The number of enabled input ports for this node.
		</member>
		<member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true">
			If [code]true[/code], the destination animation is played back from the beginning when switched.
		</member>
		<member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve">
			Determines how cross-fading between animations is eased. If empty, the transition will be linear.
		</member>
		<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
			Cross-fading time (in seconds) between each animation connected to the inputs.
		</member>
	</members>
</class>