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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  animation_node_state_machine.h                                        */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including    */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
					
						
							|  |  |  | /* the following conditions:                                              */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.        */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | #ifndef ANIMATION_NODE_STATE_MACHINE_H
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							|  |  |  | #define ANIMATION_NODE_STATE_MACHINE_H
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										 |  |  | #include "core/math/expression.h"
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										 |  |  | #include "scene/animation/animation_tree.h"
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										 |  |  | 
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							|  |  |  | class AnimationNodeStateMachineTransition : public Resource { | 
					
						
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										 |  |  | 	GDCLASS(AnimationNodeStateMachineTransition, Resource); | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	enum SwitchMode { | 
					
						
							|  |  |  | 		SWITCH_MODE_IMMEDIATE, | 
					
						
							|  |  |  | 		SWITCH_MODE_SYNC, | 
					
						
							|  |  |  | 		SWITCH_MODE_AT_END, | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	enum AdvanceMode { | 
					
						
							|  |  |  | 		ADVANCE_MODE_DISABLED, | 
					
						
							|  |  |  | 		ADVANCE_MODE_ENABLED, | 
					
						
							|  |  |  | 		ADVANCE_MODE_AUTO, | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  | 	SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE; | 
					
						
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										 |  |  | 	AdvanceMode advance_mode = ADVANCE_MODE_ENABLED; | 
					
						
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										 |  |  | 	StringName advance_condition; | 
					
						
							|  |  |  | 	StringName advance_condition_name; | 
					
						
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										 |  |  | 	float xfade_time = 0.0; | 
					
						
							|  |  |  | 	Ref<Curve> xfade_curve; | 
					
						
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										 |  |  | 	bool reset = true; | 
					
						
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										 |  |  | 	int priority = 1; | 
					
						
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										 |  |  | 	String advance_expression; | 
					
						
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							|  |  |  | 	friend class AnimationNodeStateMachinePlayback; | 
					
						
							|  |  |  | 	Ref<Expression> expression; | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	void set_switch_mode(SwitchMode p_mode); | 
					
						
							|  |  |  | 	SwitchMode get_switch_mode() const; | 
					
						
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										 |  |  | 	void set_advance_mode(AdvanceMode p_mode); | 
					
						
							|  |  |  | 	AdvanceMode get_advance_mode() const; | 
					
						
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										 |  |  | 	void set_advance_condition(const StringName &p_condition); | 
					
						
							|  |  |  | 	StringName get_advance_condition() const; | 
					
						
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							|  |  |  | 	StringName get_advance_condition_name() const; | 
					
						
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										 |  |  | 	void set_advance_expression(const String &p_expression); | 
					
						
							|  |  |  | 	String get_advance_expression() const; | 
					
						
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										 |  |  | 	void set_xfade_time(float p_xfade); | 
					
						
							|  |  |  | 	float get_xfade_time() const; | 
					
						
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										 |  |  | 	void set_reset(bool p_reset); | 
					
						
							|  |  |  | 	bool is_reset() const; | 
					
						
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										 |  |  | 	void set_xfade_curve(const Ref<Curve> &p_curve); | 
					
						
							|  |  |  | 	Ref<Curve> get_xfade_curve() const; | 
					
						
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										 |  |  | 	void set_priority(int p_priority); | 
					
						
							|  |  |  | 	int get_priority() const; | 
					
						
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							|  |  |  | 	AnimationNodeStateMachineTransition(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode) | 
					
						
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										 |  |  | VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode) | 
					
						
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										 |  |  | class AnimationNodeStateMachine; | 
					
						
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										 |  |  | class AnimationNodeStateMachinePlayback : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(AnimationNodeStateMachinePlayback, Resource); | 
					
						
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										 |  |  | 	friend class AnimationNodeStateMachine; | 
					
						
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							|  |  |  | 	struct AStarCost { | 
					
						
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										 |  |  | 		float distance = 0.0; | 
					
						
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										 |  |  | 		StringName prev; | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	struct Transition { | 
					
						
							|  |  |  | 		StringName from; | 
					
						
							|  |  |  | 		StringName to; | 
					
						
							|  |  |  | 		StringName next; | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	double len_fade_from = 0.0; | 
					
						
							|  |  |  | 	double pos_fade_from = 0.0; | 
					
						
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										 |  |  | 	double len_current = 0.0; | 
					
						
							|  |  |  | 	double pos_current = 0.0; | 
					
						
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										 |  |  | 	bool end_loop = false; | 
					
						
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							|  |  |  | 	StringName current; | 
					
						
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										 |  |  | 	Transition current_transition; | 
					
						
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										 |  |  | 	Ref<Curve> current_curve; | 
					
						
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										 |  |  | 	bool force_auto_advance = false; | 
					
						
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							|  |  |  | 	StringName fading_from; | 
					
						
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										 |  |  | 	float fading_time = 0.0; | 
					
						
							|  |  |  | 	float fading_pos = 0.0; | 
					
						
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							|  |  |  | 	Vector<StringName> path; | 
					
						
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										 |  |  | 	bool playing = false; | 
					
						
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										 |  |  | 	StringName start_request; | 
					
						
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										 |  |  | 	StringName travel_request; | 
					
						
							|  |  |  | 	bool reset_request = false; | 
					
						
							|  |  |  | 	bool reset_request_on_teleport = false; | 
					
						
							|  |  |  | 	bool next_request = false; | 
					
						
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										 |  |  | 	bool stop_request = false; | 
					
						
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							|  |  |  | 	bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel); | 
					
						
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										 |  |  | 	void _start(const StringName &p_state); | 
					
						
							|  |  |  | 	double _process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking); | 
					
						
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										 |  |  | 	double process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking); | 
					
						
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										 |  |  | 	bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const; | 
					
						
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										 |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	void travel(const StringName &p_state, bool p_reset_on_teleport = true); | 
					
						
							|  |  |  | 	void start(const StringName &p_state, bool p_reset = true); | 
					
						
							|  |  |  | 	void next(); | 
					
						
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										 |  |  | 	void stop(); | 
					
						
							|  |  |  | 	bool is_playing() const; | 
					
						
							|  |  |  | 	StringName get_current_node() const; | 
					
						
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										 |  |  | 	StringName get_fading_from_node() const; | 
					
						
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										 |  |  | 	Vector<StringName> get_travel_path() const; | 
					
						
							|  |  |  | 	float get_current_play_pos() const; | 
					
						
							|  |  |  | 	float get_current_length() const; | 
					
						
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										 |  |  | 	float get_fade_from_play_pos() const; | 
					
						
							|  |  |  | 	float get_fade_from_length() const; | 
					
						
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							|  |  |  | 	float get_fading_time() const; | 
					
						
							|  |  |  | 	float get_fading_pos() const; | 
					
						
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										 |  |  | 	AnimationNodeStateMachinePlayback(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | class AnimationNodeStateMachine : public AnimationRootNode { | 
					
						
							|  |  |  | 	GDCLASS(AnimationNodeStateMachine, AnimationRootNode); | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	friend class AnimationNodeStateMachinePlayback; | 
					
						
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							|  |  |  | 	struct State { | 
					
						
							|  |  |  | 		Ref<AnimationRootNode> node; | 
					
						
							|  |  |  | 		Vector2 position; | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	HashMap<StringName, State> states; | 
					
						
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										 |  |  | 	bool allow_transition_to_self = false; | 
					
						
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							|  |  |  | 	struct Transition { | 
					
						
							|  |  |  | 		StringName from; | 
					
						
							|  |  |  | 		StringName to; | 
					
						
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										 |  |  | 		StringName local_from; | 
					
						
							|  |  |  | 		StringName local_to; | 
					
						
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										 |  |  | 		Ref<AnimationNodeStateMachineTransition> transition; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	Vector<Transition> transitions; | 
					
						
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										 |  |  | 	StringName playback = "playback"; | 
					
						
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										 |  |  | 	StringName state_machine_name; | 
					
						
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										 |  |  | 	AnimationNodeStateMachine *prev_state_machine = nullptr; | 
					
						
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										 |  |  | 	bool updating_transitions = false; | 
					
						
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							|  |  |  | 	Vector2 graph_offset; | 
					
						
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										 |  |  | 	void _remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition); | 
					
						
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										 |  |  | 	void _rename_transitions(const StringName &p_name, const StringName &p_new_name); | 
					
						
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										 |  |  | 	bool _can_connect(const StringName &p_name, Vector<AnimationNodeStateMachine *> p_parents = Vector<AnimationNodeStateMachine *>()); | 
					
						
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										 |  |  | 	StringName _get_shortest_path(const StringName &p_path) const; | 
					
						
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										 |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bool _set(const StringName &p_name, const Variant &p_value); | 
					
						
							|  |  |  | 	bool _get(const StringName &p_name, Variant &r_ret) const; | 
					
						
							|  |  |  | 	void _get_property_list(List<PropertyInfo> *p_list) const; | 
					
						
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										 |  |  | 	bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const; | 
					
						
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										 |  |  | 	virtual void _tree_changed() override; | 
					
						
							|  |  |  | 	virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override; | 
					
						
							|  |  |  | 	virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override; | 
					
						
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										 |  |  | 	virtual void reset_state() override; | 
					
						
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										 |  |  | 	StringName start_node = "Start"; | 
					
						
							|  |  |  | 	StringName end_node = "End"; | 
					
						
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										 |  |  | 	virtual void get_parameter_list(List<PropertyInfo> *r_list) const override; | 
					
						
							|  |  |  | 	virtual Variant get_parameter_default_value(const StringName &p_parameter) const override; | 
					
						
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							|  |  |  | 	void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2()); | 
					
						
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										 |  |  | 	void replace_node(const StringName &p_name, Ref<AnimationNode> p_node); | 
					
						
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										 |  |  | 	Ref<AnimationNode> get_node(const StringName &p_name) const; | 
					
						
							|  |  |  | 	void remove_node(const StringName &p_name); | 
					
						
							|  |  |  | 	void rename_node(const StringName &p_name, const StringName &p_new_name); | 
					
						
							|  |  |  | 	bool has_node(const StringName &p_name) const; | 
					
						
							|  |  |  | 	StringName get_node_name(const Ref<AnimationNode> &p_node) const; | 
					
						
							|  |  |  | 	void get_node_list(List<StringName> *r_nodes) const; | 
					
						
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										 |  |  | 	void set_node_position(const StringName &p_name, const Vector2 &p_position); | 
					
						
							|  |  |  | 	Vector2 get_node_position(const StringName &p_name) const; | 
					
						
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										 |  |  | 	virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override; | 
					
						
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										 |  |  | 	bool has_transition(const StringName &p_from, const StringName &p_to) const; | 
					
						
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										 |  |  | 	bool has_local_transition(const StringName &p_from, const StringName &p_to) const; | 
					
						
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										 |  |  | 	int find_transition(const StringName &p_from, const StringName &p_to) const; | 
					
						
							|  |  |  | 	void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition); | 
					
						
							|  |  |  | 	Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const; | 
					
						
							|  |  |  | 	StringName get_transition_from(int p_transition) const; | 
					
						
							|  |  |  | 	StringName get_transition_to(int p_transition) const; | 
					
						
							|  |  |  | 	int get_transition_count() const; | 
					
						
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										 |  |  | 	void remove_transition_by_index(const int p_transition); | 
					
						
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										 |  |  | 	void remove_transition(const StringName &p_from, const StringName &p_to); | 
					
						
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										 |  |  | 	void set_allow_transition_to_self(bool p_enable); | 
					
						
							|  |  |  | 	bool is_allow_transition_to_self() const; | 
					
						
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										 |  |  | 	bool can_edit_node(const StringName &p_name) const; | 
					
						
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										 |  |  | 	AnimationNodeStateMachine *get_prev_state_machine() const; | 
					
						
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							|  |  |  | 	void set_graph_offset(const Vector2 &p_offset); | 
					
						
							|  |  |  | 	Vector2 get_graph_offset() const; | 
					
						
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										 |  |  | 	virtual double process(double p_time, bool p_seek, bool p_is_external_seeking) override; | 
					
						
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										 |  |  | 	virtual String get_caption() const override; | 
					
						
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										 |  |  | 	virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override; | 
					
						
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							|  |  |  | 	AnimationNodeStateMachine(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // ANIMATION_NODE_STATE_MACHINE_H
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