Class AnimationNodeOneShot
- Namespace
- Godot
- Assembly
- GodotSharp.dll
A resource to add to an AnimationNodeBlendTree. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its request
value to None.
// Play child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);
// Abort child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);
// Abort child animation with fading out connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
// Get current state (read-only).
animationTree.Get("parameters/OneShot/active");
// Get current internal state (read-only).
animationTree.Get("parameters/OneShot/internal_active");
public class AnimationNodeOneShot : AnimationNodeSync, IDisposable
- Inheritance
-
AnimationNodeOneShot
- Implements
- Inherited Members
Constructors
AnimationNodeOneShot()
public AnimationNodeOneShot()
Properties
Autorestart
If true
, the sub-animation will restart automatically after finishing.
In other words, to start auto restarting, the animation must be played once with the Fire request. The Abort request stops the auto restarting, but it does not disable the Autorestart itself. So, the Fire request will start auto restarting again.
public bool Autorestart { get; set; }
Property Value
AutorestartDelay
The delay after which the automatic restart is triggered, in seconds.
public double AutorestartDelay { get; set; }
Property Value
AutorestartRandomDelay
If Autorestart is true
, a random additional delay (in seconds) between 0 and this value will be added to AutorestartDelay.
public double AutorestartRandomDelay { get; set; }
Property Value
FadeInCurve
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
public Curve FadeInCurve { get; set; }
Property Value
FadeInTime
The fade-in duration. For example, setting this to 1.0
for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.
public double FadeInTime { get; set; }
Property Value
FadeOutCurve
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
public Curve FadeOutCurve { get; set; }
Property Value
FadeOutTime
The fade-out duration. For example, setting this to 1.0
for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.
public double FadeOutTime { get; set; }
Property Value
MixMode
The blend type.
public AnimationNodeOneShot.MixModeEnum MixMode { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.