AnimationNodeExtension

package
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Published: Sep 16, 2025 License: MIT Imports: 24 Imported by: 0

Documentation

Overview

graphics.gd/classdb/AnimationNodeExtension exposes the APIs of graphics.gd/classdb/AnimationRootNode to allow users to extend it from GDScript, C#, or C++. This class is not meant to be used directly, but to be extended by other classes. It is used to create custom nodes for the graphics.gd/classdb/AnimationTree system.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func GetRemainingTime

func GetRemainingTime(node_info []float32, break_loop bool) Float.X

Returns the animation's remaining time for the given node info. For looping animations, it will only return the remaining time if 'break_loop' is true, a large integer value will be returned otherwise.

func IsLooping

func IsLooping(node_info []float32) bool

Returns true if the animation for the given 'node_info' is looping.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsAnimationNodeExtension() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.

func (*Extension[T]) AsAnimationNode

func (self *Extension[T]) AsAnimationNode() AnimationNode.Instance

func (*Extension[T]) AsAnimationNodeExtension

func (self *Extension[T]) AsAnimationNodeExtension() Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.AnimationNodeExtension

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsAnimationNode

func (self Instance) AsAnimationNode() AnimationNode.Instance

func (Instance) AsAnimationNodeExtension

func (self Instance) AsAnimationNodeExtension() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type Interface

type Interface interface {
	// A version of the [graphics.gd/classdb/AnimationNode.Instance.Process] method that is meant to be overridden by custom nodes. It returns a []float32 with the processed animation data.
	//
	// The []float64 parameter contains the playback information, containing the following values encoded as floating point numbers (in order): playback time and delta, start and end times, whether a seek was requested (encoded as a float greater than 0), whether the seek request was externally requested (encoded as a float greater than 0), the current [Animation.LoopedFlag] (encoded as a float), and the current blend weight.
	//
	// The function must return a []float32 of the node's time info, containing the following values (in order): animation length, time position, delta, [Animation.LoopMode] (encoded as a float), whether the animation is about to end (encoded as a float greater than 0) and whether the animation is infinite (encoded as a float greater than 0). All values must be included in the returned array.
	ProcessAnimationNode(playback_info []float64, test_only bool) []float32
}

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