Merge pull request #73198 from TokageItLab/anim-docs-state
Add document about animation read-only props and state length
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commit
95183c2808
3 changed files with 16 additions and 4 deletions
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@ -17,6 +17,11 @@
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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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# Get current state (read-only).
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animation_tree.get("parameters/OneShot/active"))
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/active"]
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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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@ -24,6 +29,9 @@
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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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// Get current state (read-only).
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animationTree.Get("parameters/OneShot/active");
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[/csharp]
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[/codeblocks]
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</description>
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@ -24,12 +24,15 @@
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<method name="get_current_length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the current state length.
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[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.
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</description>
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</method>
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<method name="get_current_node" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the currently playing animation state.
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[b]Note:[/b] When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.
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</description>
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</method>
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<method name="get_current_play_position" qualifiers="const">
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@ -6,6 +6,7 @@
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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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[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and [code]current_index[/code] change to the next state immediately after the cross-fade begins.
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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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@ -13,12 +14,12 @@
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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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# Get current state name (read-only).
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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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# Get current state index (read-only).
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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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@ -27,10 +28,10 @@
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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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// Get current state name (read-only).
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animationTree.Get("parameters/Transition/current_state");
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// Get current state index.
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// Get current state index (read-only).
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animationTree.Get("parameters/Transition/current_index");
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[/csharp]
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[/codeblocks]
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