AnimationNodeStateMachineTransition¶
Inherits: Resource < Reference < Object
There is currently no description for this class. Please help us by contributing one!
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
Signals¶
advance_condition_changed ( )
Emitted when advance_condition is changed.
Enumerations¶
enum SwitchMode:
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.
SwitchMode SWITCH_MODE_SYNC = 1
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
SwitchMode 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 = ""
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 Using AnimationTree). 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 = false
Turn on the transition automatically when this state is reached. This works best with SWITCH_MODE_AT_END.
bool disabled = false
Don't use this transition during AnimationNodeStateMachinePlayback.travel or auto_advance.
int priority = 1
Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel or auto_advance.
SwitchMode switch_mode = 0
void set_switch_mode ( SwitchMode value )
SwitchMode get_switch_mode ( )
The transition type.
float xfade_time = 0.0
The time to cross-fade between this state and the next.