Inherits: AnimationNodeSync < AnimationNode < Resource < RefCounted < Object
Plays an animation once in an AnimationNodeBlendTree.
A resource to add to an AnimationNodeBlendTree. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its request value to ONE_SHOT_REQUEST_NONE.
# Play child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
# Abort child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
# Abort child animation with fading out connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT
# Get current state (read-only).
animation_tree.get("parameters/OneShot/active")
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/active"]
# Get current internal state (read-only).
animation_tree.get("parameters/OneShot/internal_active")
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/internal_active"]
C#// Play child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);
// Abort child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);
// Abort child animation with fading out connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
// Get current state (read-only).
animationTree.Get("parameters/OneShot/active");
// Get current internal state (read-only).
animationTree.Get("parameters/OneShot/internal_active");
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0
The default state of the request. Nothing is done.
1
The request to play the animation connected to "shot" port.
2
The request to stop the animation connected to "shot" port.
3
The request to fade out the animation connected to "shot" port.
0
Blends two animations. See also AnimationNodeBlend2.
1
Blends two animations additively. See also AnimationNodeAdd2.
false
If true, the sub-animation will restart automatically after finishing.
In other words, to start auto restarting, the animation must be played once with the ONE_SHOT_REQUEST_FIRE request. The ONE_SHOT_REQUEST_ABORT request stops the auto restarting, but it does not disable the autorestart itself. So, the ONE_SHOT_REQUEST_FIRE request will start auto restarting again.
1.0
The delay after which the automatic restart is triggered, in seconds.
0.0
If autorestart is true, a random additional delay (in seconds) between 0 and this value will be added to autorestart_delay.
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
0.0
The fade-in duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
0.0
The fade-out duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.
0
The blend type.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_animationnodeoneshot.html