AnimationNodeStateMachineTransition

package
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Published: Sep 18, 2025 License: MIT Imports: 25 Imported by: 0

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

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 Any

type Any interface {
	gd.IsClass
	AsAnimationNodeStateMachineTransition() 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

func (*Extension[T]) AsAnimationNodeStateMachineTransition

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

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) AdvanceCondition

func (self Instance) AdvanceCondition() string

func (Instance) AdvanceExpression

func (self Instance) AdvanceExpression() string

func (Instance) AdvanceMode

func (self Instance) AdvanceMode() AdvanceMode

func (Instance) AsAnimationNodeStateMachineTransition

func (self Instance) AsAnimationNodeStateMachineTransition() 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) BreakLoopAtEnd

func (self Instance) BreakLoopAtEnd() bool

func (Instance) ID

func (self Instance) ID() ID

func (Instance) OnAdvanceConditionChanged

func (self Instance) OnAdvanceConditionChanged(cb func(), flags ...Signal.Flags)

func (Instance) Priority

func (self Instance) Priority() int

func (Instance) Reset

func (self Instance) Reset() bool

func (Instance) SetAdvanceCondition

func (self Instance) SetAdvanceCondition(value string)

func (Instance) SetAdvanceExpression

func (self Instance) SetAdvanceExpression(value string)

func (Instance) SetAdvanceMode

func (self Instance) SetAdvanceMode(value AdvanceMode)

func (Instance) SetBreakLoopAtEnd

func (self Instance) SetBreakLoopAtEnd(value bool)

func (*Instance) SetObject

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

func (Instance) SetPriority

func (self Instance) SetPriority(value int)

func (Instance) SetReset

func (self Instance) SetReset(value bool)

func (Instance) SetSwitchMode

func (self Instance) SetSwitchMode(value SwitchMode)

func (Instance) SetXfadeCurve

func (self Instance) SetXfadeCurve(value Curve.Instance)

func (Instance) SetXfadeTime

func (self Instance) SetXfadeTime(value Float.X)

func (Instance) SwitchMode

func (self Instance) SwitchMode() SwitchMode

func (Instance) Virtual

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

func (Instance) XfadeCurve

func (self Instance) XfadeCurve() Curve.Instance

func (Instance) XfadeTime

func (self Instance) XfadeTime() Float.X

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
)

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