Merge pull request #27762 from rcorre/anim_docs

AnimationNode* docs
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Max Hilbrunner 2019-04-16 15:47:47 +02:00 committed by GitHub
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6 changed files with 21 additions and 2 deletions

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@ -136,8 +136,10 @@
<constant name="BLEND_MODE_INTERPOLATED" value="0" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_DISCRETE" value="1" enum="BlendMode">
Useful for frame-by-frame 2D animations.
</constant>
<constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
Keep the current play position when switching between discrete animations.
</constant>
</constants>
</class>

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@ -3,6 +3,11 @@
<brief_description>
</brief_description>
<description>
Contains multiple root nodes as children in a graph. Each node is used as a state, and provides multiple functions to alternate between states. Retrieve the AnimationNodeStateMachinePlayback object from the [AnimationTree] node to control it programatically.
[codeblock]
var state_machine = anim_tree["parameters/StateMachine/playback"]
state_machine.travel("SomeState")
[codeblock]
</description>
<tutorials>
</tutorials>
@ -170,7 +175,7 @@
<method name="set_graph_offset">
<return type="void">
</return>
<argument index="0" name="name" type="Vector2">
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
</description>

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@ -47,6 +47,7 @@
<argument index="0" name="to_node" type="String">
</argument>
<description>
Transition from the current state to another one, while visiting all the intermediate ones. This is done via the A* algorithm.
</description>
</method>
</methods>

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@ -12,16 +12,22 @@
</methods>
<members>
<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
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.
</member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="priority" type="int" setter="set_priority" getter="get_priority">
Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode">
The transition type.
</member>
<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time">
The time to cross-fade between this state and the next.
</member>
</members>
<signals>
@ -32,10 +38,13 @@
</signals>
<constants>
<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
</constant>
<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
</constant>
<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
Wait for the current state playback to end, then switch to the beginning of the next state animation.
</constant>
</constants>
</class>

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@ -5,8 +5,10 @@
<description>
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<demos>
<link>https://github.com/godotengine/tps-demo</link>
</demos>
<methods>
<method name="advance">

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@ -960,7 +960,7 @@ void AnimationNodeStateMachine::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
ClassDB::bind_method(D_METHOD("set_graph_offset", "name"), &AnimationNodeStateMachine::set_graph_offset);
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);