godot/doc/classes/AnimationNodeStateMachinePl...

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNodeStateMachinePlayback" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
Playback control for [AnimationNodeStateMachine].
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</brief_description>
<description>
Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree.get("parameters/playback")[/code].
[b]Example:[/b]
[codeblocks]
[gdscript]
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
[/gdscript]
[csharp]
var stateMachine = GetNode&lt;AnimationTree&gt;("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback;
stateMachine.Travel("some_state");
[/csharp]
[/codeblocks]
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</description>
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
<methods>
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<method name="get_current_length" qualifiers="const">
<return type="float" />
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<description>
</description>
</method>
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<method name="get_current_node" qualifiers="const">
<return type="StringName" />
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<description>
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Returns the currently playing animation state.
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</description>
</method>
<method name="get_current_play_position" qualifiers="const">
<return type="float" />
<description>
Returns the playback position within the current animation state.
</description>
</method>
<method name="get_fading_from_node" qualifiers="const">
<return type="StringName" />
<description>
Returns the starting state of currently fading animation.
</description>
</method>
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<method name="get_travel_path" qualifiers="const">
<return type="PackedStringArray" />
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<description>
Returns the current travel path as computed internally by the A* algorithm.
</description>
</method>
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<method name="is_playing" qualifiers="const">
<return type="bool" />
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<description>
Returns [code]true[/code] if an animation is playing.
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</description>
</method>
<method name="next">
<return type="void" />
<description>
If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.
</description>
</method>
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<method name="start">
<return type="void" />
<param index="0" name="node" type="StringName" />
<param index="1" name="reset" type="bool" default="true" />
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<description>
Starts playing the given animation.
If [param reset] is [code]true[/code], the animation is played from the beginning.
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</description>
</method>
<method name="stop">
<return type="void" />
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<description>
Stops the currently playing animation.
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</description>
</method>
<method name="travel">
<return type="void" />
<param index="0" name="to_node" type="StringName" />
<param index="1" name="reset_on_teleport" type="bool" default="true" />
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<description>
Transitions from the current state to another one, following the shortest path.
If the path does not connect from the current state, the animation will play after the state teleports.
If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation.
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</description>
</method>
</methods>
<members>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
</members>
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</class>