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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimationNode" inherits= "Resource" version= "3.4" >
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<brief_description >
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Base resource for [AnimationTree] nodes.
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</brief_description>
<description >
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Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
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</tutorials>
<methods >
<method name= "add_input" >
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<return type= "void" />
<argument index= "0" name= "name" type= "String" />
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<description >
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Adds an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree].
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</description>
</method>
<method name= "blend_animation" >
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<return type= "void" />
<argument index= "0" name= "animation" type= "String" />
<argument index= "1" name= "time" type= "float" />
<argument index= "2" name= "delta" type= "float" />
<argument index= "3" name= "seeked" type= "bool" />
<argument index= "4" name= "blend" type= "float" />
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<description >
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Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened.
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</description>
</method>
<method name= "blend_input" >
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<return type= "float" />
<argument index= "0" name= "input_index" type= "int" />
<argument index= "1" name= "time" type= "float" />
<argument index= "2" name= "seek" type= "bool" />
<argument index= "3" name= "blend" type= "float" />
<argument index= "4" name= "filter" type= "int" enum= "AnimationNode.FilterAction" default= "0" />
<argument index= "5" name= "optimize" type= "bool" default= "true" />
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<description >
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Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
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</description>
</method>
<method name= "blend_node" >
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<return type= "float" />
<argument index= "0" name= "name" type= "String" />
<argument index= "1" name= "node" type= "AnimationNode" />
<argument index= "2" name= "time" type= "float" />
<argument index= "3" name= "seek" type= "bool" />
<argument index= "4" name= "blend" type= "float" />
<argument index= "5" name= "filter" type= "int" enum= "AnimationNode.FilterAction" default= "0" />
<argument index= "6" name= "optimize" type= "bool" default= "true" />
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<description >
Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
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</description>
</method>
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<method name= "get_caption" qualifiers= "virtual" >
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<return type= "String" />
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<description >
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Gets the text caption for this node (used by some editors).
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</description>
</method>
<method name= "get_child_by_name" qualifiers= "virtual" >
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<return type= "Object" />
<argument index= "0" name= "name" type= "String" />
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<description >
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Gets a child node by index (used by editors inheriting from [AnimationRootNode]).
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</description>
</method>
<method name= "get_child_nodes" qualifiers= "virtual" >
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<return type= "Dictionary" />
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<description >
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Gets all children nodes in order as a [code]name: node[/code] dictionary. Only useful when inheriting [AnimationRootNode].
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</description>
</method>
<method name= "get_input_count" qualifiers= "const" >
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<return type= "int" />
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<description >
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Amount of inputs in this node, only useful for nodes that go into [AnimationNodeBlendTree].
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</description>
</method>
<method name= "get_input_name" >
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<return type= "String" />
<argument index= "0" name= "input" type= "int" />
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<description >
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Gets the name of an input by index.
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</description>
</method>
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<method name= "get_parameter" qualifiers= "const" >
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<return type= "Variant" />
<argument index= "0" name= "name" type= "String" />
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<description >
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Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
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</description>
</method>
<method name= "get_parameter_default_value" qualifiers= "virtual" >
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<return type= "Variant" />
<argument index= "0" name= "name" type= "String" />
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<description >
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Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
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</description>
</method>
<method name= "get_parameter_list" qualifiers= "virtual" >
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<return type= "Array" />
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<description >
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Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list].
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</description>
</method>
<method name= "has_filter" qualifiers= "virtual" >
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<return type= "String" />
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<description >
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Returns [code]true[/code] whether you want the blend tree editor to display filter editing on this node.
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</description>
</method>
<method name= "is_path_filtered" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "path" type= "NodePath" />
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<description >
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Returns whether the given path is filtered.
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</description>
</method>
<method name= "process" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "time" type= "float" />
<argument index= "1" name= "seek" type= "bool" />
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<description >
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User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute.
Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called).
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</description>
</method>
<method name= "remove_input" >
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<return type= "void" />
<argument index= "0" name= "index" type= "int" />
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<description >
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Removes an input, call this only when inactive.
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</description>
</method>
<method name= "set_filter_path" >
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<return type= "void" />
<argument index= "0" name= "path" type= "NodePath" />
<argument index= "1" name= "enable" type= "bool" />
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<description >
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Adds or removes a path for the filter.
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</description>
</method>
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<method name= "set_parameter" >
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<return type= "void" />
<argument index= "0" name= "name" type= "String" />
<argument index= "1" name= "value" type= "Variant" />
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<description >
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Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.
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</description>
</method>
</methods>
<members >
<member name= "filter_enabled" type= "bool" setter= "set_filter_enabled" getter= "is_filter_enabled" >
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If [code]true[/code], filtering is enabled.
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</member>
</members>
<signals >
<signal name= "removed_from_graph" >
<description >
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Emitted when the node was removed from the graph.
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</description>
</signal>
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<signal name= "tree_changed" >
<description >
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Emitted by nodes that inherit from this class and that have an internal tree when one of their nodes changes. The nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
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</description>
</signal>
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</signals>
<constants >
<constant name= "FILTER_IGNORE" value= "0" enum= "FilterAction" >
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Do not use filtering.
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</constant>
<constant name= "FILTER_PASS" value= "1" enum= "FilterAction" >
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Paths matching the filter will be allowed to pass.
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</constant>
<constant name= "FILTER_STOP" value= "2" enum= "FilterAction" >
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Paths matching the filter will be discarded.
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</constant>
<constant name= "FILTER_BLEND" value= "3" enum= "FilterAction" >
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Paths matching the filter will be blended (by the blend value).
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</constant>
</constants>
</class>