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			58 lines
		
	
	
	
		
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			58 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="AnimationNodeStateMachineTransition" inherits="Resource" version="4.0">
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| 	<brief_description>
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| 	</brief_description>
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| 	<description>
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| 	</description>
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| 	<tutorials>
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| 		<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
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| 	</tutorials>
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| 	<methods>
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| 	</methods>
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| 	<members>
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| 		<member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&""">
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| 			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 [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
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| 			[codeblocks]
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| 			[gdscript]
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| 			$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
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| 			[/gdscript]
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| 			[csharp]
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| 			GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0));
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| 			[/csharp]
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| 			[/codeblocks]
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| 		</member>
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| 		<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
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| 			Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
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| 		</member>
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| 		<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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| 			Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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| 		</member>
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| 		<member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
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| 			Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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| 		</member>
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| 		<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
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| 			The transition type.
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| 		</member>
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| 		<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
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| 			The time to cross-fade between this state and the next.
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| 		</member>
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| 	</members>
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| 	<signals>
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| 		<signal name="advance_condition_changed">
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| 			<description>
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| 				Emitted when [member advance_condition] is changed.
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| 			</description>
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| 		</signal>
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| 	</signals>
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| 	<constants>
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| 		<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
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| 			Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
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| 		</constant>
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| 		<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
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| 			Switch to the next state immediately, but will seek the new state to the playback position of the old state.
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| 		</constant>
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| 		<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
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| 			Wait for the current state playback to end, then switch to the beginning of the next state animation.
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| 		</constant>
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| 	</constants>
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| </class>
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