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<?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 >
</brief_description>
<description >
</description>
<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>
<methods >
</methods>
<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]
[gdscript]
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
[/gdscript]
[csharp]
GetNode< AnimationTree> ("animation_tree").Set("parameters/conditions/idle", IsOnFloor & & (LinearVelocity.x == 0));
[/csharp]
[/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>
</members>
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<signals >
<signal name= "advance_condition_changed" >
<description >
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Emitted when [member advance_condition] is changed.
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</description>
</signal>
</signals>
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<constants >
<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>
<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>
<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>
</constants>
</class>