2018-07-26 09:56:21 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2020-01-26 15:01:49 +00:00
<class name= "AnimationNodeStateMachineTransition" inherits= "Resource" version= "3.2" >
2018-07-26 09:56:21 +00:00
<brief_description >
</brief_description>
<description >
</description>
<tutorials >
2020-10-19 13:55:33 +00:00
<link > https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
2018-07-26 09:56:21 +00:00
</tutorials>
<methods >
</methods>
<members >
2019-06-29 10:38:01 +00:00
<member name= "advance_condition" type= "String" setter= "set_advance_condition" getter= "get_advance_condition" default= """" >
2020-10-19 13:55:33 +00:00
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/3.2/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]:
2019-05-18 14:15:14 +00:00
[codeblock]
2020-01-23 10:14:14 +00:00
$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
2019-05-21 11:26:37 +00:00
[/codeblock]
2018-08-20 22:35:30 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "auto_advance" type= "bool" setter= "set_auto_advance" getter= "has_auto_advance" default= "false" >
2019-06-27 10:34:26 +00:00
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
2018-07-26 09:56:21 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "disabled" type= "bool" setter= "set_disabled" getter= "is_disabled" default= "false" >
2019-04-07 11:21:31 +00:00
Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
2018-07-26 09:56:21 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "priority" type= "int" setter= "set_priority" getter= "get_priority" default= "1" >
2019-04-07 11:21:31 +00:00
Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
2018-07-26 09:56:21 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "switch_mode" type= "int" setter= "set_switch_mode" getter= "get_switch_mode" enum= "AnimationNodeStateMachineTransition.SwitchMode" default= "0" >
2019-04-07 11:21:31 +00:00
The transition type.
2018-07-26 09:56:21 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "xfade_time" type= "float" setter= "set_xfade_time" getter= "get_xfade_time" default= "0.0" >
2019-04-07 11:21:31 +00:00
The time to cross-fade between this state and the next.
2018-07-26 09:56:21 +00:00
</member>
</members>
2018-08-20 22:35:30 +00:00
<signals >
<signal name= "advance_condition_changed" >
<description >
2020-01-23 10:14:14 +00:00
Emitted when [member advance_condition] is changed.
2018-08-20 22:35:30 +00:00
</description>
</signal>
</signals>
2018-07-26 09:56:21 +00:00
<constants >
<constant name= "SWITCH_MODE_IMMEDIATE" value= "0" enum= "SwitchMode" >
2019-04-07 11:21:31 +00:00
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
2018-07-26 09:56:21 +00:00
</constant>
<constant name= "SWITCH_MODE_SYNC" value= "1" enum= "SwitchMode" >
2019-04-07 11:21:31 +00:00
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
2018-07-26 09:56:21 +00:00
</constant>
<constant name= "SWITCH_MODE_AT_END" value= "2" enum= "SwitchMode" >
2019-04-07 11:21:31 +00:00
Wait for the current state playback to end, then switch to the beginning of the next state animation.
2018-07-26 09:56:21 +00:00
</constant>
</constants>
</class>