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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimationNodeAnimation" inherits= "AnimationRootNode" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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An input animation for an [AnimationNodeBlendTree].
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</brief_description>
<description >
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A resource to add to an [AnimationNodeBlendTree]. Only has one output port using the [member animation] property. Used as an input for [AnimationNode]s that blend animations together.
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</description>
<tutorials >
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<link title= "Using AnimationTree" > $DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title= "3D Platformer Demo" > https://godotengine.org/asset-library/asset/2748</link>
<link title= "Third Person Shooter (TPS) Demo" > https://godotengine.org/asset-library/asset/2710</link>
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</tutorials>
<members >
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<member name= "animation" type= "StringName" setter= "set_animation" getter= "get_animation" default= "&""" >
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Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
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</member>
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<member name= "loop_mode" type= "int" setter= "set_loop_mode" getter= "get_loop_mode" enum= "Animation.LoopMode" >
If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value.
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[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the [method Animation.track_set_interpolation_loop_wrap] option will not be respected. If you cannot get the expected behavior, consider duplicating the [Animation] resource and changing the loop settings.
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</member>
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<member name= "play_mode" type= "int" setter= "set_play_mode" getter= "get_play_mode" enum= "AnimationNodeAnimation.PlayMode" default= "0" >
Determines the playback direction of the animation.
</member>
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<member name= "start_offset" type= "float" setter= "set_start_offset" getter= "get_start_offset" >
If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
This is useful for adjusting which foot steps first in 3D walking animations.
</member>
<member name= "stretch_time_scale" type= "bool" setter= "set_stretch_time_scale" getter= "is_stretching_time_scale" >
If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle.
This is useful for matching the periods of walking and running animations.
If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length].
</member>
<member name= "timeline_length" type= "float" setter= "set_timeline_length" getter= "get_timeline_length" >
If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
</member>
<member name= "use_custom_timeline" type= "bool" setter= "set_use_custom_timeline" getter= "is_using_custom_timeline" default= "false" >
If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted.
</member>
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</members>
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<constants >
<constant name= "PLAY_MODE_FORWARD" value= "0" enum= "PlayMode" >
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Plays animation in forward direction.
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</constant>
<constant name= "PLAY_MODE_BACKWARD" value= "1" enum= "PlayMode" >
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Plays animation in backward direction.
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</constant>
</constants>
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</class>