Inherits: AnimationNodeSync < AnimationNode < Resource < RefCounted < Object
A transition within an AnimationTree connecting two AnimationNodes.
Simple state machine for cases which don't require a more advanced AnimationNodeStateMachine. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its transition_request value to empty.
Note: When using a cross-fade, current_state and current_index change to the next state immediately after the cross-fade begins.
# Play child animation connected to "state_2" port.
animation_tree.set("parameters/Transition/transition_request", "state_2")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/transition_request"] = "state_2"
# Get current state name (read-only).
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]
# Get current state index (read-only).
animation_tree.get("parameters/Transition/current_index")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_index"]
C#// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");
// Get current state name (read-only).
animationTree.Get("parameters/Transition/current_state");
// Get current state index (read-only).
animationTree.Get("parameters/Transition/current_index");
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is_input_reset ( int input ) const | |
is_input_set_as_auto_advance ( int input ) const | |
void | set_input_as_auto_advance ( int input, bool enable ) |
void | set_input_reset ( int input, bool enable ) |
false
If true, allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If false, nothing happens on the transition to the self state.
0
The number of enabled input ports for this animation node.
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
0.0
Cross-fading time (in seconds) between each animation connected to the inputs.
Returns whether the animation restarts when the animation transitions from the other animation.
Returns true if auto-advance is enabled for the given input index.
Enables or disables auto-advance for the given input index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
If true, the destination animation is restarted when the animation transitions.
© 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_animationnodetransition.html