81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
98 lines
4.0 KiB
XML
98 lines
4.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeStateMachinePlayback" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides playback control for an [AnimationNodeStateMachine].
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</brief_description>
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<description>
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Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree.get("parameters/playback")[/code].
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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var state_machine = $AnimationTree.get("parameters/playback")
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state_machine.travel("some_state")
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[/gdscript]
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[csharp]
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var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback").As<AnimationNodeStateMachinePlayback>();
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stateMachine.Travel("some_state");
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
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<methods>
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<method name="get_current_length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the current state length.
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[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.
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</description>
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</method>
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<method name="get_current_node" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the currently playing animation state.
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[b]Note:[/b] When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.
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</description>
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</method>
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<method name="get_current_play_position" qualifiers="const">
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<return type="float" />
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<description>
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Returns the playback position within the current animation state.
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</description>
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</method>
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<method name="get_fading_from_node" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the starting state of currently fading animation.
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</description>
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</method>
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<method name="get_travel_path" qualifiers="const">
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<return type="StringName[]" />
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<description>
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Returns the current travel path as computed internally by the A* algorithm.
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</description>
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</method>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if an animation is playing.
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</description>
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</method>
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<method name="next">
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<return type="void" />
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<description>
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If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.
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</description>
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</method>
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<method name="start">
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<return type="void" />
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<param index="0" name="node" type="StringName" />
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<param index="1" name="reset" type="bool" default="true" />
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<description>
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Starts playing the given animation.
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If [param reset] is [code]true[/code], the animation is played from the beginning.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the currently playing animation.
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</description>
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</method>
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<method name="travel">
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<return type="void" />
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<param index="0" name="to_node" type="StringName" />
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<param index="1" name="reset_on_teleport" type="bool" default="true" />
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<description>
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Transitions from the current state to another one, following the shortest path.
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If the path does not connect from the current state, the animation will play after the state teleports.
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If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation.
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</description>
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</method>
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</methods>
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<members>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
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</members>
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</class>
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