AnimationNodeStateMachineTransition
Inherits: Resource < Reference < Object
Tutorials
- 使用 AnimationTree
Properties
Signals
- advance_condition_changed ( )
advance_condition is changed.
Enumerations
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
- String advance_condition
AnimationTree that can be controlled from code (see https://docs.godotengine.org/en/3.4/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)
- bool auto_advance SWITCH_MODE_AT_END.
- bool disabled AnimationNodeStateMachinePlayback.travel or auto_advance.
- int priority AnimationNodeStateMachinePlayback.travel or auto_advance.
- SwitchMode switch_mode The transition type.
- float xfade_time The time to cross-fade between this state and the next.
