diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index f8d26ceba11..713296069df 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -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]
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 17a946bb3e4..4772c1d8191 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -24,12 +24,15 @@
+ 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.
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.
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index 7e4d87bd2c7..4eeaf15b53e 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -6,6 +6,7 @@
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]