diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml index 4fb33eb5a39..37005c3bd3b 100644 --- a/doc/classes/AnimationTreePlayer.xml +++ b/doc/classes/AnimationTreePlayer.xml @@ -4,7 +4,7 @@ Animation Player that uses a node graph for the blending. - Animation Player that uses a node graph for the blending. This kind of player is very useful when animating character or other skeleton based rigs, because it can combine several animations to form a desired pose. + A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose. @@ -19,7 +19,7 @@ - Add a node of a given type in the graph with given id. + Adds a [code]type[/code] node to the graph with name [code]id[/code]. @@ -28,6 +28,7 @@ + Shifts position in the animation timeline. Delta is the time in seconds to shift. @@ -36,7 +37,7 @@ - Returns an animation given its name. + Returns the [AnimationPlayer]'s animation bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code]. @@ -45,6 +46,7 @@ + Returns the name of the [member master_player]'s animation bound to this animation node. @@ -55,7 +57,7 @@ - Set the animation for an animation node. + Binds a new animation from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code]. @@ -68,6 +70,7 @@ + If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. @@ -78,6 +81,7 @@ + Binds the animation named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches. @@ -123,6 +127,7 @@ + If [code]enable[/code] is [code]true[/code], the blend2 node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. @@ -199,6 +204,7 @@ + Returns the path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes. @@ -423,6 +429,7 @@ + If [code]enable[/code] is [code]true[/code], the oneshot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. @@ -440,13 +447,14 @@ - Stops a OneShot node given its name. + Stops the OneShot node with name [code]id[/code]. + Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state. @@ -455,6 +463,7 @@ + Removes the animation node with name [code]id[/code]. @@ -496,7 +505,7 @@ - Returns time scale value of a TimeScale node given its name. + Returns time scale value of the TimeScale node with name [code]id[/code]. @@ -507,7 +516,7 @@ - Sets time scale value of a TimeScale node given its name and value. + Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code]. @@ -518,7 +527,7 @@ - Sets time seek value of a TimeSeek node given its name and value. + Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code] @@ -529,6 +538,7 @@ + Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code]. @@ -537,6 +547,7 @@ + Returns the index of the currently evaluated input for the transition node with name [code]id[/code]. @@ -545,6 +556,7 @@ + Returns the number of inputs for the transition node with name [code]id[/code]. @@ -553,6 +565,7 @@ + Returns the cross fade time for the transition node with name [code]id[/code]. @@ -563,6 +576,7 @@ + Returns [code]true[/code] if the input at [code]input_idx[/code] on transition node with name [code]id[/code] is set to automatically advance to the next input upon completion. @@ -573,6 +587,7 @@ + The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code]. @@ -585,6 +600,7 @@ + The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes. @@ -595,6 +611,7 @@ + Resizes the number of inputs available for the transition node with name [code]id[/code]. @@ -605,11 +622,22 @@ + The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code]. + The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE]. + + + The path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes. + + + The node from which to relatively access other nodes. Default value: [code]".."[/code]. + + + If [code]true[/code] the [code]AnimationTreePlayer[/code] is able to play animations. Default value: [code]false[/code]. @@ -644,8 +672,10 @@ Transition node. + Process animation during the physics process. This is especially useful when animating physics bodies. + Process animation during the idle process. diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index f577a4676f1..54b3accb193 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -33,6 +33,7 @@ + Returns a view into the filesystem at [code]path[/code]. @@ -83,6 +84,7 @@ + Remitted if a resource is reimported. diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp index 23eccec82f6..96b5ea51b0f 100644 --- a/scene/animation/animation_tree_player.cpp +++ b/scene/animation/animation_tree_player.cpp @@ -1796,6 +1796,10 @@ void AnimationTreePlayer::_bind_methods() { ADD_GROUP("Playback", "playback_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_animation_process_mode", "get_animation_process_mode"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "master_player"), "set_master_player", "get_master_player"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "base_path"), "set_base_path", "get_base_path"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); + BIND_ENUM_CONSTANT(NODE_OUTPUT); BIND_ENUM_CONSTANT(NODE_ANIMATION); BIND_ENUM_CONSTANT(NODE_ONESHOT);