virtualx-engine/doc/classes/AnimationNodeAnimation.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNodeAnimation" inherits="AnimationRootNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
An input animation for an [AnimationNodeBlendTree].
</brief_description>
<description>
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.
</description>
<tutorials>
<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<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>
</tutorials>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;&quot;">
Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
</member>
<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.
[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.
</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>
<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>
</members>
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<constants>
<constant name="PLAY_MODE_FORWARD" value="0" enum="PlayMode">
Plays animation in forward direction.
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</constant>
<constant name="PLAY_MODE_BACKWARD" value="1" enum="PlayMode">
Plays animation in backward direction.
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</constant>
</constants>
</class>