godot/doc/classes/AnimationNodeStateMachineTransition.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeStateMachineTransition" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
[codeblock]
$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
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[/codeblock]
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</member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
The transition type.
</member>
<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
The time to cross-fade between this state and the next.
</member>
</members>
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<signals>
<signal name="advance_condition_changed">
<description>
Emitted when [member advance_condition] is changed.
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</description>
</signal>
</signals>
<constants>
<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
</constant>
<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
</constant>
<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
Wait for the current state playback to end, then switch to the beginning of the next state animation.
</constant>
</constants>
</class>