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
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
PlayMode
Determines the playback direction of the animation.
public AnimationNodeAnimation.PlayModeEnum PlayMode { get; set; }
Property Value
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
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
TimelineLength
If UseCustomTimeline is true, offset the start position of the animation.
public double TimelineLength { get; set; }
Property Value
UseCustomTimeline
If true, AnimationNode provides an animation based on the Animation resource with some parameters adjusted.
public bool UseCustomTimeline { 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.