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@ -188,6 +188,7 @@
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GetTree().CreateTween().BindNode(this);
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[/csharp]
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[/codeblocks]
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The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]).
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</description>
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</method>
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<method name="duplicate" qualifiers="const">
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@ -88,7 +88,7 @@
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<method name="create_tween">
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<return type="Tween" />
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<description>
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Creates and returns a new [Tween].
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Creates and returns a new [Tween]. The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]).
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</description>
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</method>
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<method name="get_first_node_in_group">
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@ -89,8 +89,8 @@
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[/codeblocks]
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Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
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[b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
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[b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
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[b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
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[b]Note:[/b] Tweens are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
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</description>
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<tutorials>
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</tutorials>
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<description>
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Processes the [Tween] by the given [param delta] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [param delta] longer than the whole duration of the [Tween] animation.
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Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
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[b]Note:[/b] The [Tween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [Tween].
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</description>
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</method>
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<method name="get_total_elapsed_time" qualifiers="const">
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<signal name="finished">
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<description>
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Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
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[b]Note:[/b] The [Tween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [Tween] from being removed.
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</description>
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</signal>
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<signal name="loop_finished">
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