Table of Contents

Class AnimationNodeStateMachineTransition

Namespace
Godot
Assembly
GodotSharp.dll

The path generated when using Travel(StringName, bool) is limited to the nodes connected by AnimationNodeStateMachineTransition.

You can set the timing and conditions of the transition in detail.

public class AnimationNodeStateMachineTransition : Resource, IDisposable
Inheritance
AnimationNodeStateMachineTransition
Implements
Inherited Members

Constructors

AnimationNodeStateMachineTransition()

public AnimationNodeStateMachineTransition()

Properties

AdvanceCondition

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 Using AnimationTree). For example, if TreeRoot is an AnimationNodeStateMachine and AdvanceCondition is set to "idle":

GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0));
public StringName AdvanceCondition { get; set; }

Property Value

StringName

AdvanceExpression

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.

public string AdvanceExpression { get; set; }

Property Value

string

AdvanceMode

Determines whether the transition should disabled, enabled when using Travel(StringName, bool), or traversed automatically if the AdvanceCondition and AdvanceExpression checks are true (if assigned).

public AnimationNodeStateMachineTransition.AdvanceModeEnum AdvanceMode { get; set; }

Property Value

AnimationNodeStateMachineTransition.AdvanceModeEnum

Priority

Lower priority transitions are preferred when travelling through the tree via Travel(StringName, bool) or AdvanceMode is set to Auto.

public int Priority { get; set; }

Property Value

int

Reset

If true, the destination animation is played back from the beginning when switched.

public bool Reset { get; set; }

Property Value

bool

SwitchMode

The transition type.

public AnimationNodeStateMachineTransition.SwitchModeEnum SwitchMode { get; set; }

Property Value

AnimationNodeStateMachineTransition.SwitchModeEnum

XfadeCurve

Ease curve for better control over cross-fade between this state and the next.

public Curve XfadeCurve { get; set; }

Property Value

Curve

XfadeTime

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

public float XfadeTime { get; set; }

Property Value

float

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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

Events

AdvanceConditionChanged

Emitted when AdvanceCondition is changed.

public event Action AdvanceConditionChanged

Event Type

Action