AnimationNodeTransition
Inherits: AnimationNodeSync < AnimationNode < Resource < RefCounted < Object
A transition within an AnimationTree connecting two AnimationNodes.
Description
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.
GDScriptC#
# 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"]
// 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");
Tutorials
Properties
| ||
| ||
|
Methods
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 ) |
Property Descriptions
bool allow_transition_to_self = 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.
int input_count = 0
The number of enabled input ports for this animation node.
Curve xfade_curve
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
float xfade_time = 0.0
Cross-fading time (in seconds) between each animation connected to the inputs.
Method Descriptions
bool is_input_reset ( int input ) const
Returns whether the animation restarts when the animation transitions from the other animation.
bool is_input_set_as_auto_advance ( int input ) const
Returns true
if auto-advance is enabled for the given input
index.
void set_input_as_auto_advance ( int input, bool enable )
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.
void set_input_reset ( int input, bool enable )
If true
, the destination animation is restarted when the animation transitions.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
Built with Sphinx using a theme provided by Read the Docs.