diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index b205c01468c..1608550888f 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -136,8 +136,10 @@ + Useful for frame-by-frame 2D animations. + Keep the current play position when switching between discrete animations. diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index ed4098d938e..a15efeea40b 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -3,6 +3,11 @@ + 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] @@ -170,7 +175,7 @@ - + diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 6bf9504efbd..69dc7711d4c 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -47,6 +47,7 @@ + Transition from the current state to another one, while visiting all the intermediate ones. This is done via the A* algorithm. diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index e07a9fc9804..d22d417a034 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -12,16 +12,22 @@ + 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 the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code]. + Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. + Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. + The transition type. + The time to cross-fade between this state and the next. @@ -32,10 +38,13 @@ + Switch to the next state immediately. The current state will end and blend into the beginning of the new one. + Switch to the next state immediately, but will seek the new state to the playback position of the old state. + Wait for the current state playback to end, then switch to the beginning of the next state animation. diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 9a6a75079c4..d483a6604c9 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -5,6 +5,8 @@ + https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://github.com/godotengine/tps-demo diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 68ad71d01cd..1e3470cd903 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -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);