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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimationTreePlayer" inherits= "Node" version= "3.3" >
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<brief_description >
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[i]Deprecated.[/i] Animation player that uses a node graph for blending animations. Superseded by [AnimationTree].
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</brief_description>
<description >
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[i]Deprecated.[/i] A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
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It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
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See [AnimationTree] for a more full-featured replacement of this node.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
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</tutorials>
<methods >
<method name= "add_node" >
<return type= "void" >
</return>
<argument index= "0" name= "type" type= "int" enum= "AnimationTreePlayer.NodeType" >
</argument>
<argument index= "1" name= "id" type= "String" >
</argument>
<description >
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Adds a [code]type[/code] node to the graph with name [code]id[/code].
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</description>
</method>
<method name= "advance" >
<return type= "void" >
</return>
<argument index= "0" name= "delta" type= "float" >
</argument>
<description >
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Shifts position in the animation timeline. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
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</description>
</method>
<method name= "animation_node_get_animation" qualifiers= "const" >
<return type= "Animation" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
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</description>
</method>
<method name= "animation_node_get_master_animation" qualifiers= "const" >
<return type= "String" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the name of the [member master_player]'s [Animation] bound to this animation node.
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</description>
</method>
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<method name= "animation_node_get_position" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the absolute playback timestamp of the animation node with name [code]id[/code].
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</description>
</method>
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<method name= "animation_node_set_animation" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "animation" type= "Animation" >
</argument>
<description >
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Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
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</description>
</method>
<method name= "animation_node_set_filter_path" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "path" type= "NodePath" >
</argument>
<argument index= "2" name= "enable" type= "bool" >
</argument>
<description >
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If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
</method>
<method name= "animation_node_set_master_animation" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "source" type= "String" >
</argument>
<description >
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Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
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</description>
</method>
<method name= "are_nodes_connected" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "dst_id" type= "String" >
</argument>
<argument index= "2" name= "dst_input_idx" type= "int" >
</argument>
<description >
Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
</description>
</method>
<method name= "blend2_node_get_amount" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns the blend amount of a Blend2 node given its name.
</description>
</method>
<method name= "blend2_node_set_amount" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "blend" type= "float" >
</argument>
<description >
Sets the blend amount of a Blend2 node given its name and value.
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A Blend2 node blends two animations (A and B) with the amount between 0 and 1.
At 0, output is input A. Towards 1, the influence of A gets lessened, the influence of B gets raised. At 1, output is input B.
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</description>
</method>
<method name= "blend2_node_set_filter_path" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "path" type= "NodePath" >
</argument>
<argument index= "2" name= "enable" type= "bool" >
</argument>
<description >
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If [code]enable[/code] is [code]true[/code], the Blend2 node with name [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
</method>
<method name= "blend3_node_get_amount" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns the blend amount of a Blend3 node given its name.
</description>
</method>
<method name= "blend3_node_set_amount" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "blend" type= "float" >
</argument>
<description >
Sets the blend amount of a Blend3 node given its name and value.
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A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 and 1.
At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, the influence of A gets raised and the influence of B+ is 0. At 0, output is input A. From 0 to 1, the influence of A gets lessened, the influence of B+ gets raised and the influence of B+ is 0. At 1, output is input B+.
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</description>
</method>
<method name= "blend4_node_get_amount" qualifiers= "const" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns the blend amount of a Blend4 node given its name.
</description>
</method>
<method name= "blend4_node_set_amount" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "blend" type= "Vector2" >
</argument>
<description >
Sets the blend amount of a Blend4 node given its name and value.
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A Blend4 Node blends two pairs of animations.
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The two pairs are blended like Blend2 and then added together.
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</description>
</method>
<method name= "connect_nodes" >
<return type= "int" enum= "Error" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "dst_id" type= "String" >
</argument>
<argument index= "2" name= "dst_input_idx" type= "int" >
</argument>
<description >
Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
</description>
</method>
<method name= "disconnect_nodes" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "dst_input_idx" type= "int" >
</argument>
<description >
Disconnects nodes connected to [code]id[/code] at the specified input slot.
</description>
</method>
<method name= "get_node_list" >
<return type= "PoolStringArray" >
</return>
<description >
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Returns a [PoolStringArray] containing the name of all nodes.
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</description>
</method>
<method name= "mix_node_get_amount" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the mix amount of a Mix node given its name.
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</description>
</method>
<method name= "mix_node_set_amount" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "ratio" type= "float" >
</argument>
<description >
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Sets the mix amount of a Mix node given its name and value.
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A Mix node adds input b to input a by the amount given by ratio.
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</description>
</method>
<method name= "node_exists" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "node" type= "String" >
</argument>
<description >
Check if a node exists (by name).
</description>
</method>
<method name= "node_get_input_count" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the input count for a given node. Different types of nodes have different amount of inputs.
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</description>
</method>
<method name= "node_get_input_source" qualifiers= "const" >
<return type= "String" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "idx" type= "int" >
</argument>
<description >
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Returns the input source for a given node input.
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</description>
</method>
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<method name= "node_get_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns position of a node in the graph given its name.
</description>
</method>
<method name= "node_get_type" qualifiers= "const" >
<return type= "int" enum= "AnimationTreePlayer.NodeType" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Gets the node type, will return from [enum NodeType] enum.
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</description>
</method>
<method name= "node_rename" >
<return type= "int" enum= "Error" >
</return>
<argument index= "0" name= "node" type= "String" >
</argument>
<argument index= "1" name= "new_name" type= "String" >
</argument>
<description >
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Renames a node in the graph.
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</description>
</method>
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<method name= "node_set_position" >
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<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
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<argument index= "1" name= "screen_position" type= "Vector2" >
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</argument>
<description >
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Sets the position of a node in the graph given its name and position.
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</description>
</method>
<method name= "oneshot_node_get_autorestart_delay" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the autostart delay of a OneShot node given its name.
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</description>
</method>
<method name= "oneshot_node_get_autorestart_random_delay" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the autostart random delay of a OneShot node given its name.
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</description>
</method>
<method name= "oneshot_node_get_fadein_time" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the fade in time of a OneShot node given its name.
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</description>
</method>
<method name= "oneshot_node_get_fadeout_time" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the fade out time of a OneShot node given its name.
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</description>
</method>
<method name= "oneshot_node_has_autorestart" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns whether a OneShot node will auto restart given its name.
</description>
</method>
<method name= "oneshot_node_is_active" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Returns whether a OneShot node is active given its name.
</description>
</method>
<method name= "oneshot_node_set_autorestart" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "enable" type= "bool" >
</argument>
<description >
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Sets the autorestart property of a OneShot node given its name and value.
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</description>
</method>
<method name= "oneshot_node_set_autorestart_delay" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "delay_sec" type= "float" >
</argument>
<description >
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Sets the autorestart delay of a OneShot node given its name and value in seconds.
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</description>
</method>
<method name= "oneshot_node_set_autorestart_random_delay" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "rand_sec" type= "float" >
</argument>
<description >
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Sets the autorestart random delay of a OneShot node given its name and value in seconds.
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</description>
</method>
<method name= "oneshot_node_set_fadein_time" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "time_sec" type= "float" >
</argument>
<description >
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Sets the fade in time of a OneShot node given its name and value in seconds.
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</description>
</method>
<method name= "oneshot_node_set_fadeout_time" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "time_sec" type= "float" >
</argument>
<description >
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Sets the fade out time of a OneShot node given its name and value in seconds.
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</description>
</method>
<method name= "oneshot_node_set_filter_path" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "path" type= "NodePath" >
</argument>
<argument index= "2" name= "enable" type= "bool" >
</argument>
<description >
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If [code]enable[/code] is [code]true[/code], the OneShot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
</method>
<method name= "oneshot_node_start" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
Starts a OneShot node given its name.
</description>
</method>
<method name= "oneshot_node_stop" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Stops the OneShot node with name [code]id[/code].
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</description>
</method>
<method name= "recompute_caches" >
<return type= "void" >
</return>
<description >
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Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
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</description>
</method>
<method name= "remove_node" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Removes the animation node with name [code]id[/code].
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</description>
</method>
<method name= "reset" >
<return type= "void" >
</return>
<description >
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Resets this [AnimationTreePlayer].
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</description>
</method>
<method name= "timescale_node_get_scale" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the time scale value of the TimeScale node with name [code]id[/code].
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</description>
</method>
<method name= "timescale_node_set_scale" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "scale" type= "float" >
</argument>
<description >
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Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
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The TimeScale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
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If applied after a blend or mix, affects all input animations to that blend or mix.
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</description>
</method>
<method name= "timeseek_node_seek" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
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<argument index= "1" name= "seconds" type= "float" >
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</argument>
<description >
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Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code].
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This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
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</description>
</method>
<method name= "transition_node_delete_input" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "input_idx" type= "int" >
</argument>
<description >
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Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
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</description>
</method>
<method name= "transition_node_get_current" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
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</description>
</method>
<method name= "transition_node_get_input_count" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by right-clicking on the transition node.
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</description>
</method>
<method name= "transition_node_get_xfade_time" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<description >
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Returns the cross fade time for the transition node with name [code]id[/code].
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</description>
</method>
<method name= "transition_node_has_input_auto_advance" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "input_idx" type= "int" >
</argument>
<description >
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Returns [code]true[/code] if the input at [code]input_idx[/code] on the transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
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</description>
</method>
<method name= "transition_node_set_current" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "input_idx" type= "int" >
</argument>
<description >
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The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
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</description>
</method>
<method name= "transition_node_set_input_auto_advance" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "input_idx" type= "int" >
</argument>
<argument index= "2" name= "enable" type= "bool" >
</argument>
<description >
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The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
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</description>
</method>
<method name= "transition_node_set_input_count" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "count" type= "int" >
</argument>
<description >
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Resizes the number of inputs available for the transition node with name [code]id[/code].
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</description>
</method>
<method name= "transition_node_set_xfade_time" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "String" >
</argument>
<argument index= "1" name= "time_sec" type= "float" >
</argument>
<description >
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The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
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</description>
</method>
</methods>
<members >
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<member name= "active" type= "bool" setter= "set_active" getter= "is_active" default= "false" >
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If [code]true[/code], the [AnimationTreePlayer] is able to play animations.
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</member>
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<member name= "base_path" type= "NodePath" setter= "set_base_path" getter= "get_base_path" default= "NodePath("..")" >
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The node from which to relatively access other nodes.
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It accesses the bones, so it should point to the same node the [AnimationPlayer] would point its Root Node at.
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</member>
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<member name= "master_player" type= "NodePath" setter= "set_master_player" getter= "get_master_player" default= "NodePath("")" >
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The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes.
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Once set, [Animation] nodes can be added to the [AnimationTreePlayer].
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</member>
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<member name= "playback_process_mode" type= "int" setter= "set_animation_process_mode" getter= "get_animation_process_mode" enum= "AnimationTreePlayer.AnimationProcessMode" default= "1" >
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The thread in which to update animations.
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</member>
</members>
<constants >
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<constant name= "NODE_OUTPUT" value= "0" enum= "NodeType" >
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Output node.
</constant>
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<constant name= "NODE_ANIMATION" value= "1" enum= "NodeType" >
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Animation node.
</constant>
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<constant name= "NODE_ONESHOT" value= "2" enum= "NodeType" >
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OneShot node.
</constant>
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<constant name= "NODE_MIX" value= "3" enum= "NodeType" >
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Mix node.
</constant>
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<constant name= "NODE_BLEND2" value= "4" enum= "NodeType" >
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Blend2 node.
</constant>
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<constant name= "NODE_BLEND3" value= "5" enum= "NodeType" >
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Blend3 node.
</constant>
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<constant name= "NODE_BLEND4" value= "6" enum= "NodeType" >
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Blend4 node.
</constant>
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<constant name= "NODE_TIMESCALE" value= "7" enum= "NodeType" >
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TimeScale node.
</constant>
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<constant name= "NODE_TIMESEEK" value= "8" enum= "NodeType" >
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TimeSeek node.
</constant>
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<constant name= "NODE_TRANSITION" value= "9" enum= "NodeType" >
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Transition node.
</constant>
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<constant name= "ANIMATION_PROCESS_PHYSICS" value= "0" enum= "AnimationProcessMode" >
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Process animation during the physics process. This is especially useful when animating physics bodies.
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</constant>
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<constant name= "ANIMATION_PROCESS_IDLE" value= "1" enum= "AnimationProcessMode" >
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Process animation during the idle process.
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</constant>
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</constants>
</class>