$DOCS_URL/tutorials/animation/animation_tree.html
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
[codeblocks]
[gdscript]
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
[/gdscript]
[csharp]
GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0));
[/csharp]
[/codeblocks]
Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
The path to the [Node] used to evaluate an [Expression] if one is not explictly specified internally.
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
The transition type.
The time to cross-fade between this state and the next.
Emitted when [member advance_condition] is changed.
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
Wait for the current state playback to end, then switch to the beginning of the next state animation.