AnimationNodeStateMachineTransition

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

Constants
enum Constants
SwitchMode
enum SwitchMode

Functions

getAdvanceCondition
String getAdvanceCondition()
getPriority
long getPriority()
getSwitchMode
AnimationNodeStateMachineTransition.SwitchMode getSwitchMode()
getXfadeTime
double getXfadeTime()
hasAutoAdvance
bool hasAutoAdvance()
isDisabled
bool isDisabled()
opAssign
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(AnimationNodeStateMachineTransition other)
opEquals
bool opEquals(typeof(null) n)
setAdvanceCondition
void setAdvanceCondition(String name)
setAutoAdvance
void setAutoAdvance(bool auto_advance)
setDisabled
void setDisabled(bool disabled)
setPriority
void setPriority(long priority)
setSwitchMode
void setSwitchMode(long mode)
setXfadeTime
void setXfadeTime(double secs)
toHash
size_t toHash()

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

advanceCondition
String advanceCondition [@property getter]
String advanceCondition [@property setter]

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=https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html#controlling-from-code/url). For example, if AnimationTree.treeRoot is an AnimationNodeStateMachine and advanceCondition is set to "idle":

autoAdvance
bool autoAdvance [@property getter]
bool autoAdvance [@property setter]

Turn on the transition automatically when this state is reached. This works best with constant SWITCH_MODE_AT_END.

disabled
bool disabled [@property getter]
bool disabled [@property setter]

Don't use this transition during AnimationNodeStateMachinePlayback.travel or autoAdvance.

priority
long priority [@property getter]
long priority [@property setter]

Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel or autoAdvance.

switchMode
AnimationNodeStateMachineTransition.SwitchMode switchMode [@property getter]
long switchMode [@property setter]

The transition type.

xfadeTime
double xfadeTime [@property getter]
double xfadeTime [@property setter]

The time to cross-fade between this state and the next.

Static functions

_new
AnimationNodeStateMachineTransition _new()

Construct a new instance of AnimationNodeStateMachineTransition. Note: use memnew!AnimationNodeStateMachineTransition instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(ToRef) as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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