AnimationNodeStateMachinePlayback

继承: Resource < RefCounted < Object

Provides playback control for an AnimationNodeStateMachine.

描述

Allows control of AnimationTree state machines created with AnimationNodeStateMachine. Retrieve with $AnimationTree.get("parameters/playback").


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

    var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback").As<AnimationNodeStateMachinePlayback>();
    stateMachine.Travel("some_state");

属性

boolresource_local_to_scene

方法

floatget_current_length ( ) const1
StringNameget_current_node ( ) const1
floatget_current_play_position ( ) const1
StringNameget_fading_from_node ( ) const1
Array StringNameget_travel_path ( ) const1
boolis_playing ( ) const1
voidnext ( )
voidstart ( node: StringName, reset: bool = true )
voidstop ( )
voidtravel ( to_node: StringName, reset_on_teleport: bool = true )

方法说明

float get_current_length ( ) const1

Returns the current state length.

Note: It is possible that any AnimationRootNode can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.


StringName get_current_node ( ) const1

Returns the currently playing animation state.

Note: When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.


float get_current_play_position ( ) const1

Returns the playback position within the current animation state.


StringName get_fading_from_node ( ) const1

Returns the starting state of currently fading animation.


Array StringName get_travel_path ( ) const1

Returns the current travel path as computed internally by the A* algorithm.


bool is_playing ( ) const1

Returns true if an animation is playing.


void next ( )

If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.


void start ( node: StringName, reset: bool = true )

Starts playing the given animation.

If reset is true, the animation is played from the beginning.


void stop ( )

Stops the currently playing animation.


void travel ( to_node: StringName, reset_on_teleport: bool = true )

Transitions from the current state to another one, following the shortest path.

If the path does not connect from the current state, the animation will play after the state teleports.

If reset_on_teleport is true, the animation is played from the beginning when the travel cause a teleportation.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。