Table of Contents

Class AnimationNodeAnimation

Namespace
Godot
Assembly
GodotSharp.dll

A resource to add to an AnimationNodeBlendTree. Only has one output port using the Animation property. Used as an input for AnimationNodes that blend animations together.

public class AnimationNodeAnimation : AnimationRootNode, IDisposable
Inheritance
AnimationNodeAnimation
Implements
Inherited Members

Constructors

AnimationNodeAnimation()

public AnimationNodeAnimation()

Properties

Animation

Animation to use as an output. It is one of the animations provided by AnimPlayer.

public StringName Animation { get; set; }

Property Value

StringName

LoopMode

If UseCustomTimeline is true, override the loop settings of the original Animation resource with the value.

Note: If the LoopMode isn't set to looping, the TrackSetInterpolationLoopWrap(int, bool) option will not be respected. If you cannot get the expected behavior, consider duplicating the Animation resource and changing the loop settings.

public Animation.LoopModeEnum LoopMode { get; set; }

Property Value

Animation.LoopModeEnum

PlayMode

Determines the playback direction of the animation.

public AnimationNodeAnimation.PlayModeEnum PlayMode { get; set; }

Property Value

AnimationNodeAnimation.PlayModeEnum

StartOffset

If UseCustomTimeline is true, offset the start position of the animation.

This is useful for adjusting which foot steps first in 3D walking animations.

public double StartOffset { get; set; }

Property Value

double

StretchTimeScale

If true, scales the time so that the length specified in TimelineLength is one cycle.

This is useful for matching the periods of walking and running animations.

If false, the original animation length is respected. If you set the loop to LoopMode, the animation will loop in TimelineLength.

public bool StretchTimeScale { get; set; }

Property Value

bool

TimelineLength

If UseCustomTimeline is true, offset the start position of the animation.

public double TimelineLength { get; set; }

Property Value

double

UseCustomTimeline

If true, AnimationNode provides an animation based on the Animation resource with some parameters adjusted.

public bool UseCustomTimeline { get; set; }

Property Value

bool

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