Add document for AnimationNodes which have setter as request property
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</brief_description>
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<description>
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A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
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After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].
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[codeblocks]
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[gdscript]
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# Play child animation connected to "shot" port.
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animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
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# Abort child animation connected to "shot" port.
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animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
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[/gdscript]
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[csharp]
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// Play child animation connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE);
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// Abort child animation connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT);
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<members>
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<member name="autorestart" type="bool" setter="set_autorestart" getter="has_autorestart" default="false">
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If [code]true[/code], the sub-animation will restart automatically after finishing.
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In other words, to start auto restarting, the animation must be played once with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not disable the [member autorestart] itself. So, the [constant ONE_SHOT_REQUEST_FIRE] request will start auto restarting again.
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</member>
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<member name="autorestart_delay" type="float" setter="set_autorestart_delay" getter="get_autorestart_delay" default="1.0">
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The delay after which the automatic restart is triggered, in seconds.
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If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay].
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</member>
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<member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.0">
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The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 0 second and ends at 1 second during the animation.
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</member>
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<member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0">
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The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 4 second and ends at 5 second during the animation.
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</member>
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<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
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The blend type.
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</member>
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</members>
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<constants>
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<constant name="ONE_SHOT_REQUEST_NONE" value="0" enum="OneShotRequest">
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The default state of the request. Nothing is done.
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</constant>
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<constant name="ONE_SHOT_REQUEST_FIRE" value="1" enum="OneShotRequest">
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The request to play the animation connected to "shot" port.
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</constant>
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<constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest">
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The request to stop the animation connected to "shot" port.
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</constant>
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<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
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Blends two animations. See also [AnimationNodeBlend2].
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</constant>
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<constant name="MIX_MODE_ADD" value="1" enum="MixMode">
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Blends two animations additively. See also [AnimationNodeAdd2].
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</constant>
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</constants>
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</class>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeSync" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The base class for [AnimationNode] which has more than two input ports and needs to synchronize them.
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</brief_description>
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<description>
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</description>
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A time-seeking animation node to be used with [AnimationTree].
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</brief_description>
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<description>
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This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree]. After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_position[/code] value to [code]-1.0[/code].
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This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree].
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After setting the time and changing the animation playback, the time seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_request[/code] value to [code]-1.0[/code].
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[codeblocks]
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[gdscript]
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# Play child animation from the start.
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animation_tree.set("parameters/Seek/seek_position", 0.0)
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animation_tree.set("parameters/TimeSeek/seek_request", 0.0)
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# Alternative syntax (same result as above).
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animation_tree["parameters/Seek/seek_position"] = 0.0
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animation_tree["parameters/TimeSeek/seek_request"] = 0.0
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# Play child animation from 12 second timestamp.
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animation_tree.set("parameters/Seek/seek_position", 12.0)
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animation_tree.set("parameters/TimeSeek/seek_request", 12.0)
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# Alternative syntax (same result as above).
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animation_tree["parameters/Seek/seek_position"] = 12.0
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animation_tree["parameters/TimeSeek/seek_request"] = 12.0
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[/gdscript]
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[csharp]
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// Play child animation from the start.
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animationTree.Set("parameters/Seek/seek_position", 0.0);
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animationTree.Set("parameters/TimeSeek/seek_request", 0.0);
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// Play child animation from 12 second timestamp.
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animationTree.Set("parameters/Seek/seek_position", 12.0);
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animationTree.Set("parameters/TimeSeek/seek_request", 12.0);
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[/csharp]
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[/codeblocks]
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</description>
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</brief_description>
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<description>
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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.
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After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty.
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[codeblocks]
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[gdscript]
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# Play child animation connected to "state_2" port.
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animation_tree.set("parameters/Transition/transition_request", "state_2")
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/transition_request"] = "state_2"
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# Get current state name.
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animation_tree.get("parameters/Transition/current_state")
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/current_state"]
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# Get current state index.
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animation_tree.get("parameters/Transition/current_index"))
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/current_index"]
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[/gdscript]
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[csharp]
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// Play child animation connected to "state_2" port.
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animationTree.Set("parameters/Transition/transition_request", "state_2");
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// Get current state name.
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animationTree.Get("parameters/Transition/current_state");
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// Get current state index.
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animationTree.Get("parameters/Transition/current_index");
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationRootNode" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The [AnimationNode] which can be set as the root of an [AnimationTree].
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</brief_description>
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<description>
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</description>
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