Add document about animation read-only props and state length

This commit is contained in:
Silc Renew 2023-02-13 14:16:40 +09:00
parent 27b2260460
commit 045c8845c7
3 changed files with 16 additions and 4 deletions

View File

@ -17,6 +17,11 @@
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
# Get current state (read-only).
animation_tree.get("parameters/OneShot/active"))
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/active"]
[/gdscript]
[csharp]
// Play child animation connected to "shot" port.
@ -24,6 +29,9 @@
// Abort child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT);
// Get current state (read-only).
animationTree.Get("parameters/OneShot/active");
[/csharp]
[/codeblocks]
</description>

View File

@ -24,12 +24,15 @@
<method name="get_current_length" qualifiers="const">
<return type="float" />
<description>
Returns the current state length.
[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.
</description>
</method>
<method name="get_current_node" qualifiers="const">
<return type="StringName" />
<description>
Returns the currently playing animation state.
[b]Note:[/b] When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.
</description>
</method>
<method name="get_current_play_position" qualifiers="const">

View File

@ -6,6 +6,7 @@
<description>
Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty.
[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and [code]current_index[/code] change to the next state immediately after the cross-fade begins.
[codeblocks]
[gdscript]
# Play child animation connected to "state_2" port.
@ -13,12 +14,12 @@
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/transition_request"] = "state_2"
# Get current state name.
# Get current state name (read-only).
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]
# Get current state index.
# Get current state index (read-only).
animation_tree.get("parameters/Transition/current_index"))
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_index"]
@ -27,10 +28,10 @@
// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");
// Get current state name.
// Get current state name (read-only).
animationTree.Get("parameters/Transition/current_state");
// Get current state index.
// Get current state index (read-only).
animationTree.Get("parameters/Transition/current_index");
[/csharp]
[/codeblocks]