AnimationNodeStateMachine
Inherits: AnimationRootNode < AnimationNode < Resource < RefCounted < Object
A state machine with multiple AnimationRootNodes, used by AnimationTree.
Description
Contains multiple AnimationRootNodes representing animation states, connected in a graph. State transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the AnimationTree node to control it programmatically.
Example:
GDScriptC#
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback;
stateMachine.Travel("some_state");
Tutorials
Properties
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Methods
void | add_node(name: StringName, node: AnimationNode, position: Vector2 = Vector2(0, 0)) |
void | add_transition(from: StringName, to: StringName, transition: AnimationNodeStateMachineTransition) |
get_graph_offset() const | |
get_node(name: StringName) const | |
get_node_name(node: AnimationNode) const | |
get_node_position(name: StringName) const | |
get_transition(idx: int) const | |
get_transition_count() const | |
get_transition_from(idx: int) const | |
get_transition_to(idx: int) const | |
has_node(name: StringName) const | |
has_transition(from: StringName, to: StringName) const | |
void | remove_node(name: StringName) |
void | remove_transition(from: StringName, to: StringName) |
void | |
void | rename_node(name: StringName, new_name: StringName) |
void | replace_node(name: StringName, node: AnimationNode) |
void | set_graph_offset(offset: Vector2) |
void | set_node_position(name: StringName, position: Vector2) |
Enumerations
enum StateMachineType: 🔗
StateMachineType STATE_MACHINE_TYPE_ROOT = 0
Seeking to the beginning is treated as playing from the start state. Transition to the end state is treated as exiting the state machine.
StateMachineType STATE_MACHINE_TYPE_NESTED = 1
Seeking to the beginning is treated as seeking to the beginning of the animation in the current state. Transition to the end state, or the absence of transitions in each state, is treated as exiting the state machine.
StateMachineType STATE_MACHINE_TYPE_GROUPED = 2
This is a grouped state machine that can be controlled from a parent state machine. It does not work independently. There must be a state machine with state_machine_type of STATE_MACHINE_TYPE_ROOT or STATE_MACHINE_TYPE_NESTED in the parent or ancestor.
Property Descriptions
bool allow_transition_to_self = false
🔗
If true
, allows teleport to the self state with AnimationNodeStateMachinePlayback.travel. When the reset option is enabled in AnimationNodeStateMachinePlayback.travel, the animation is restarted. If false
, nothing happens on the teleportation to the self state.
If true
, treat the cross-fade to the start and end nodes as a blend with the RESET animation.
In most cases, when additional cross-fades are performed in the parent AnimationNode of the state machine, setting this property to false
and matching the cross-fade time of the parent AnimationNode and the state machine’s start node and end node gives good results.
StateMachineType state_machine_type = 0
🔗
void set_state_machine_type(value: StateMachineType)
StateMachineType get_state_machine_type()
This property can define the process of transitions for different use cases. See also StateMachineType.
Method Descriptions
void add_node(name: StringName, node: AnimationNode, position: Vector2 = Vector2(0, 0)) 🔗
Adds a new animation node to the graph. The position
is used for display in the editor.
void add_transition(from: StringName, to: StringName, transition: AnimationNodeStateMachineTransition) 🔗
Adds a transition between the given animation nodes.
Vector2 get_graph_offset() const 🔗
Returns the draw offset of the graph. Used for display in the editor.
AnimationNode get_node(name: StringName) const 🔗
Returns the animation node with the given name.
StringName get_node_name(node: AnimationNode) const 🔗
Returns the given animation node’s name.
Vector2 get_node_position(name: StringName) const 🔗
Returns the given animation node’s coordinates. Used for display in the editor.
AnimationNodeStateMachineTransition get_transition(idx: int) const 🔗
Returns the given transition.
int get_transition_count() const 🔗
Returns the number of connections in the graph.
StringName get_transition_from(idx: int) const 🔗
Returns the given transition’s start node.
StringName get_transition_to(idx: int) const 🔗
Returns the given transition’s end node.
bool has_node(name: StringName) const 🔗
Returns true
if the graph contains the given animation node.
bool has_transition(from: StringName, to: StringName) const 🔗
Returns true
if there is a transition between the given animation nodes.
void remove_node(name: StringName) 🔗
Deletes the given animation node from the graph.
void remove_transition(from: StringName, to: StringName) 🔗
Deletes the transition between the two specified animation nodes.
void remove_transition_by_index(idx: int) 🔗
Deletes the given transition by index.
void rename_node(name: StringName, new_name: StringName) 🔗
Renames the given animation node.
void replace_node(name: StringName, node: AnimationNode) 🔗
Replaces the given animation node with a new animation node.
void set_graph_offset(offset: Vector2) 🔗
Sets the draw offset of the graph. Used for display in the editor.
void set_node_position(name: StringName, position: Vector2) 🔗
Sets the animation node’s coordinates. Used for display in the editor.
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