Adds an input to the node. This is only useful for nodes created for use in an AnimationNodeBlendTree.
Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seek happened.
Blend an input. This is only useful for nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see filteraction for options).
Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from AnimationRootNode instead, else editors will not display your node for addition.
Gets the text caption for this node (used by some editors).
Gets a child node by index (used by editors inheriting from AnimationRootNode).
Gets all children nodes in order as a name: node dictionary. Only useful when inheriting AnimationRootNode.
Amount of inputs in this node, only useful for nodes that go into AnimationNodeBlendTree.
Gets the name of an input by index.
Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to GodotObject.getPropertyList.
Returns true whether you want the blend tree editor to display filter editing on this node.
Returns true whether a given path is filtered.
User-defined callback called when a custom node is processed. The time parameter is a relative delta, unless seek is true, in which case it is absolute. Here, call the blendInput, blendNode or blendAnimation functions. You can also use getParameter and setParameter to modify local memory. This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called).
Removes an input, call this only when inactive.
Adds or removes a path for the filter.
Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
If true, filtering is enabled.
Construct a new instance of AnimationNode. Note: use memnew!AnimationNode instead.
Base resource for AnimationTree nodes.
In general, it's not used directly, but you can create custom ones with custom blending formulas. Inherit this when creating nodes mainly for use in AnimationNodeBlendTree, otherwise AnimationRootNode should be used instead.