From 20168b5fbfd7e38197bcb42487112bc970677880 Mon Sep 17 00:00:00 2001 From: Ryan Roden-Corrent Date: Sat, 18 May 2019 10:15:14 -0400 Subject: [PATCH] Clarify auto_advance. Make the docs more clear about how you can use auto_advance. Calling it a "variable" is vague, so I updated the docs to clearly state that it becomes a boolean parameter on the AnimationTree. Fixes godotengine/godot-docs#2439. --- doc/classes/AnimationNodeStateMachineTransition.xml | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index a21ee509495..2c3d2ceb79b 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -10,7 +10,10 @@ - Turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code. + 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 "idle": + [codeblock] + $animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0 + [codeblock] Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].