AnimationNodeStateMachine

Inherits: AnimationRootNode < AnimationNode < Resource < Reference < Object

State machine for control of animations.

Description

Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the AnimationTree node to control it programmatically.

Example:

var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")

Tutorials

Method Descriptions

Adds a new node to the graph. The position is used for display in the editor.


Adds a transition between the given nodes.


Returns the graph’s end node.


Returns the draw offset of the graph. Used for display in the editor.


Returns the animation node with the given name.


Returns the given animation node’s name.


Returns the given node’s coordinates. Used for display in the editor.


  • String get_start_node ( ) const

Returns the graph’s end node.


Returns the given transition.


  • int get_transition_count ( ) const

Returns the number of connections in the graph.


Returns the given transition’s start node.


Returns the given transition’s end node.


Returns true if the graph contains the given node.


Returns true if there is a transition between the given nodes.


  • void remove_node ( String name )

Deletes the given node from the graph.


Deletes the transition between the two specified nodes.


  • void remove_transition_by_index ( int idx )

Deletes the given transition by index.


Renames the given node.


  • void set_end_node ( String name )

Sets the given node as the graph end point.


  • void set_graph_offset ( Vector2 offset )

Sets the draw offset of the graph. Used for display in the editor.


Sets the node’s coordinates. Used for display in the editor.


  • void set_start_node ( String name )

Sets the given node as the graph start point.

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