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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.
39 lines
2.1 KiB
XML
39 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeOneShot" inherits="AnimationNode" 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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Plays an animation once in [AnimationNodeBlendTree].
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</brief_description>
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<description>
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A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
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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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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<members>
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<member name="autorestart" type="bool" setter="set_autorestart" getter="has_autorestart" default="false">
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If [code]true[/code], the sub-animation will restart automatically after finishing.
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</member>
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<member name="autorestart_delay" type="float" setter="set_autorestart_delay" getter="get_autorestart_delay" default="1.0">
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The delay after which the automatic restart is triggered, in seconds.
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</member>
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<member name="autorestart_random_delay" type="float" setter="set_autorestart_random_delay" getter="get_autorestart_random_delay" default="0.0">
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If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay].
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</member>
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<member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.1">
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</member>
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<member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.1">
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</member>
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<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
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</member>
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<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
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</member>
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</members>
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<constants>
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<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
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</constant>
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<constant name="MIX_MODE_ADD" value="1" enum="MixMode">
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</constant>
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</constants>
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</class>
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