Documentation
¶
Overview ¶
The path generated when using AnimationNodeStateMachinePlayback.Travel is limited to the nodes connected by AnimationNodeStateMachineTransition.
You can set the timing and conditions of the transition in detail.
Index ¶
- type AdvanceMode
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AdvanceCondition() string
- func (self Instance) AdvanceExpression() string
- func (self Instance) AdvanceMode() AdvanceMode
- func (self Instance) AsAnimationNodeStateMachineTransition() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) BreakLoopAtEnd() bool
- func (self Instance) ID() ID
- func (self Instance) OnAdvanceConditionChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) Priority() int
- func (self Instance) Reset() bool
- func (self Instance) SetAdvanceCondition(value string)
- func (self Instance) SetAdvanceExpression(value string)
- func (self Instance) SetAdvanceMode(value AdvanceMode)
- func (self Instance) SetBreakLoopAtEnd(value bool)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetPriority(value int)
- func (self Instance) SetReset(value bool)
- func (self Instance) SetSwitchMode(value SwitchMode)
- func (self Instance) SetXfadeCurve(value Curve.Instance)
- func (self Instance) SetXfadeTime(value Float.X)
- func (self Instance) SwitchMode() SwitchMode
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) XfadeCurve() Curve.Instance
- func (self Instance) XfadeTime() Float.X
- type SwitchMode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AdvanceMode ¶
type AdvanceMode int //gd:AnimationNodeStateMachineTransition.AdvanceMode
const ( // Don't use this transition. AdvanceModeDisabled AdvanceMode = 0 // Only use this transition during [AnimationNodeStateMachinePlayback.Travel]. // // [AnimationNodeStateMachinePlayback.Travel]: https://pkg.go.dev/graphics.gd/classdb/AnimationNodeStateMachinePlayback#Instance.Travel AdvanceModeEnabled AdvanceMode = 1 // Automatically use this transition if the [AdvanceCondition] and [AdvanceExpression] checks are true (if assigned). // // [AdvanceCondition]: https://pkg.go.dev/graphics.gd/classdb/#Instance.AdvanceCondition // [AdvanceExpression]: https://pkg.go.dev/graphics.gd/classdb/#Instance.AdvanceExpression AdvanceModeAuto AdvanceMode = 2 )
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 Extension ¶
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
func (*Extension[T]) AsAnimationNodeStateMachineTransition ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type 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.
type Instance ¶
type Instance [1]gdclass.AnimationNodeStateMachineTransition
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 (Instance) AdvanceCondition ¶
func (Instance) AdvanceExpression ¶
func (Instance) AdvanceMode ¶
func (self Instance) AdvanceMode() AdvanceMode
func (Instance) AsAnimationNodeStateMachineTransition ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) BreakLoopAtEnd ¶
func (Instance) OnAdvanceConditionChanged ¶
func (Instance) SetAdvanceCondition ¶
func (Instance) SetAdvanceExpression ¶
func (Instance) SetAdvanceMode ¶
func (self Instance) SetAdvanceMode(value AdvanceMode)
func (Instance) SetBreakLoopAtEnd ¶
func (Instance) SetPriority ¶
func (Instance) SetSwitchMode ¶
func (self Instance) SetSwitchMode(value SwitchMode)
func (Instance) SetXfadeCurve ¶
func (Instance) SetXfadeTime ¶
func (Instance) SwitchMode ¶
func (self Instance) SwitchMode() SwitchMode
func (Instance) XfadeCurve ¶
type SwitchMode ¶
type SwitchMode int //gd:AnimationNodeStateMachineTransition.SwitchMode
const ( // Switch to the next state immediately. The current state will end and blend into the beginning of the new one. SwitchModeImmediate SwitchMode = 0 // Switch to the next state immediately, but will seek the new state to the playback position of the old state. SwitchModeSync SwitchMode = 1 // Wait for the current state playback to end, then switch to the beginning of the next state animation. SwitchModeAtEnd SwitchMode = 2 )