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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
57 lines
3.1 KiB
XML
57 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeStateMachineTransition" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
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<members>
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<member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&""">
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Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
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[codeblocks]
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[gdscript]
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$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
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[/gdscript]
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[csharp]
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GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0));
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[/csharp]
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[/codeblocks]
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</member>
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<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
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Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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</member>
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<member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
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Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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</member>
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<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
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The transition type.
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</member>
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<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
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The time to cross-fade between this state and the next.
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</member>
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</members>
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<signals>
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<signal name="advance_condition_changed">
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<description>
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Emitted when [member advance_condition] is changed.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
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Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
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</constant>
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<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
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Switch to the next state immediately, but will seek the new state to the playback position of the old state.
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</constant>
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<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
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Wait for the current state playback to end, then switch to the beginning of the next state animation.
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</constant>
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</constants>
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</class>
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