Class AnimationNodeTransition
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Simple state machine for cases which don't require a more advanced AnimationNodeStateMachine. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its transition_request
value to empty.
Note: When using a cross-fade, current_state
and current_index
change to the next state immediately after the cross-fade begins.
// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");
// Get current state name (read-only).
animationTree.Get("parameters/Transition/current_state");
// Get current state index (read-only).
animationTree.Get("parameters/Transition/current_index");
public class AnimationNodeTransition : AnimationNodeSync, IDisposable
- Inheritance
-
AnimationNodeTransition
- Implements
- Inherited Members
Constructors
AnimationNodeTransition()
public AnimationNodeTransition()
Properties
AllowTransitionToSelf
If true
, allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If false
, nothing happens on the transition to the self state.
public bool AllowTransitionToSelf { get; set; }
Property Value
InputCount
The number of enabled input ports for this animation node.
public int InputCount { get; set; }
Property Value
XfadeCurve
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
public Curve XfadeCurve { get; set; }
Property Value
XfadeTime
Cross-fading time (in seconds) between each animation connected to the inputs.
public double XfadeTime { 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.
Returns
IsInputReset(int)
Returns whether the animation restarts when the animation transitions from the other animation.
public bool IsInputReset(int input)
Parameters
input
int
Returns
IsInputSetAsAutoAdvance(int)
Returns true
if auto-advance is enabled for the given input
index.
public bool IsInputSetAsAutoAdvance(int input)
Parameters
input
int
Returns
SetInputAsAutoAdvance(int, bool)
Enables or disables auto-advance for the given input
index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
public void SetInputAsAutoAdvance(int input, bool enable)
Parameters
SetInputReset(int, bool)
If true
, the destination animation is restarted when the animation transitions.
public void SetInputReset(int input, bool enable)