AnimationNodeStateMachineTransition

Inherits: Resource < Reference < Object

Tutorials

Signals

  • advance_condition_changed ( )

Emitted when advance_condition is changed.

Enumerations

enum SwitchMode:

  • SWITCH_MODE_IMMEDIATE = 0 — Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
  • SWITCH_MODE_SYNC = 1 — Switch to the next state immediately, but will seek the new state to the playback position of the old state.
  • SWITCH_MODE_AT_END = 2 — Wait for the current state playback to end, then switch to the beginning of the next state animation.

Property Descriptions

Default""
Setterset_advance_condition(value)
Getterget_advance_condition()

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 https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code). For example, if AnimationTree.tree_root is an AnimationNodeStateMachine and advance_condition is set to "idle":

$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)

Defaultfalse
Setterset_auto_advance(value)
Getterhas_auto_advance()

Turn on the transition automatically when this state is reached. This works best with SWITCH_MODE_AT_END.


Defaultfalse
Setterset_disabled(value)
Getteris_disabled()

Don’t use this transition during AnimationNodeStateMachinePlayback.travel or auto_advance.


Default1
Setterset_priority(value)
Getterget_priority()

Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel or auto_advance.


Default0
Setterset_switch_mode(value)
Getterget_switch_mode()

The transition type.


Default0.0
Setterset_xfade_time(value)
Getterget_xfade_time()

The time to cross-fade between this state and the next.

Doc ID missing

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.