Class AnimationNodeTransition
A transition within an AnimationTree connecting two AnimationNodes.
- Inheritance
-
AnimationNodeTransition
Remarks
Simple state machine for cases which don't require a more advanced AnimationNodeStateMachine. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its transition_request
value to empty.
Note: When using a cross-fade, current_state
and current_index
change to the next state immediately after the cross-fade begins.
# Play child animation connected to "state_2" port.
animation_tree.set("parameters/Transition/transition_request", "state_2")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/transition_request"] = "state_2"
# Get current state name (read-only).
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]
# Get current state index (read-only).
animation_tree.get("parameters/Transition/current_index")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_index"]
See Also
Properties
allow_transition_to_self
If true
, allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If false
, nothing happens on the transition to the self state.
var allow_transition_to_self : bool = false
Property Value
Remarks
input_count
The number of enabled input ports for this animation node.
var input_count : int = 0
Property Value
Remarks
xfade_curve
Determines how cross-fading between animations is eased. If empty, the transition will be linear. Should be a unit Curve.
var xfade_curve : Curve
Property Value
Remarks
xfade_time
Cross-fading time (in seconds) between each animation connected to the inputs.
Note: AnimationNodeTransition transitions the current state immediately after the start of the fading. The precise remaining time can only be inferred from the main animation. When AnimationNodeOutput is considered as the most upstream, so the xfade_time is not scaled depending on the downstream delta. See also fadeout_time.
var xfade_time : float = 0.0
Property Value
Remarks
Methods
is_input_loop_broken_at_end(int)
Qualifiers: const
Returns whether the animation breaks the loop at the end of the loop cycle for transition.
bool is_input_loop_broken_at_end(int input)
Parameters
input
int
is_input_reset(int)
Qualifiers: const
Returns whether the animation restarts when the animation transitions from the other animation.
bool is_input_reset(int input)
Parameters
input
int
is_input_set_as_auto_advance(int)
Qualifiers: const
Returns true
if auto-advance is enabled for the given input
index.
bool is_input_set_as_auto_advance(int input)
Parameters
input
int
set_input_as_auto_advance(int, bool)
Enables or disables auto-advance for the given input
index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
void set_input_as_auto_advance(int input, bool enable)
Parameters
set_input_break_loop_at_end(int, bool)
If true
, breaks the loop at the end of the loop cycle for transition, even if the animation is looping.
void set_input_break_loop_at_end(int input, bool enable)
Parameters
set_input_reset(int, bool)
If true
, the destination animation is restarted when the animation transitions.
void set_input_reset(int input, bool enable)