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.
(cherry picked from commit 20168b5fbf
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@ -10,7 +10,10 @@
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</methods>
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</methods>
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<members>
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<members>
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<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
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<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
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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.
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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":
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[codeblock]
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$animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0
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[codeblock]
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</member>
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</member>
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<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
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<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
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Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
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Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
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