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AnimationNodeTransition Class

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.

Inheritance Hierarchy

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public class AnimationNodeTransition : AnimationNode

The AnimationNodeTransition type exposes the following members.

Constructors
  NameDescription
Public methodAnimationNodeTransition
Initializes a new instance of the AnimationNodeTransition class
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Properties
  NameDescription
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyFilterEnabled

If true, filtering is enabled.

(Inherited from AnimationNode.)
Public propertyFilters (Inherited from AnimationNode.)
Public propertyInput0__autoAdvance
Public propertyInput0__name
Public propertyInput1__autoAdvance
Public propertyInput1__name
Public propertyInput10__autoAdvance
Public propertyInput10__name
Public propertyInput11__autoAdvance
Public propertyInput11__name
Public propertyInput12__autoAdvance
Public propertyInput12__name
Public propertyInput13__autoAdvance
Public propertyInput13__name
Public propertyInput14__autoAdvance
Public propertyInput14__name
Public propertyInput15__autoAdvance
Public propertyInput15__name
Public propertyInput16__autoAdvance
Public propertyInput16__name
Public propertyInput17__autoAdvance
Public propertyInput17__name
Public propertyInput18__autoAdvance
Public propertyInput18__name
Public propertyInput19__autoAdvance
Public propertyInput19__name
Public propertyInput2__autoAdvance
Public propertyInput2__name
Public propertyInput20__autoAdvance
Public propertyInput20__name
Public propertyInput21__autoAdvance
Public propertyInput21__name
Public propertyInput22__autoAdvance
Public propertyInput22__name
Public propertyInput23__autoAdvance
Public propertyInput23__name
Public propertyInput24__autoAdvance
Public propertyInput24__name
Public propertyInput25__autoAdvance
Public propertyInput25__name
Public propertyInput26__autoAdvance
Public propertyInput26__name
Public propertyInput27__autoAdvance
Public propertyInput27__name
Public propertyInput28__autoAdvance
Public propertyInput28__name
Public propertyInput29__autoAdvance
Public propertyInput29__name
Public propertyInput3__autoAdvance
Public propertyInput3__name
Public propertyInput30__autoAdvance
Public propertyInput30__name
Public propertyInput31__autoAdvance
Public propertyInput31__name
Public propertyInput4__autoAdvance
Public propertyInput4__name
Public propertyInput5__autoAdvance
Public propertyInput5__name
Public propertyInput6__autoAdvance
Public propertyInput6__name
Public propertyInput7__autoAdvance
Public propertyInput7__name
Public propertyInput8__autoAdvance
Public propertyInput8__name
Public propertyInput9__autoAdvance
Public propertyInput9__name
Public propertyInputCount

The number of available input ports for this node.

Public propertyNativeInstance (Inherited from Object.)
Public propertyResourceLocalToScene

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

(Inherited from Resource.)
Public propertyResourceName

The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor.

(Inherited from Resource.)
Public propertyResourcePath

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

(Inherited from Resource.)
Public propertyXfadeTime

Cross-fading time (in seconds) between each animation connected to the inputs.

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Methods
  NameDescription
Public method_Get

Virtual method which can be overridden to customize the return value of Get(String).

Returns the given property. Returns null if the property does not exist.

(Inherited from Object.)
Public method_GetPropertyList

Virtual method which can be overridden to customize the return value of GetPropertyList.

Returns the object's property list as an Array of dictionaries.

Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

(Inherited from Object.)
Public method_Notification

Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method.

(Inherited from Object.)
Public method_Set

Virtual method which can be overridden to customize the return value of Set(String, Object).

Sets a property. Returns true if the property exists.

(Inherited from Object.)
Public method_SetupLocalToScene

Virtual function which can be overridden to customize the behavior value of SetupLocalToScene.

(Inherited from Resource.)
Public methodAddInput

Adds an input to the node. This is only useful for nodes created for use in an AnimationNodeBlendTree.

(Inherited from AnimationNode.)
Public methodAddUserSignal

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries.

(Inherited from Object.)
Public methodBlendAnimation

Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seek happened.

(Inherited from AnimationNode.)
Public methodBlendInput

Blend an input. This is only useful for nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see AnimationNodeFilterAction for options).

(Inherited from AnimationNode.)
Public methodBlendNode

Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from AnimationRootNode instead, else editors will not display your node for addition.

(Inherited from AnimationNode.)
Public methodCall

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodCallDeferred

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodCallv

Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])

(Inherited from Object.)
Public methodCanTranslateMessages

Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String).

(Inherited from Object.)
Public methodConnect

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants.

A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections.

If the target is destroyed in the game's lifecycle, the connection will be lost.

Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object):

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

(Inherited from Object.)
Public methodDisconnect

Disconnects a signal from a method on the given target.

If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists.

(Inherited from Object.)
Public methodDispose (Inherited from Object.)
Protected methodDispose(Boolean) (Inherited from Object.)
Public methodDuplicate

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources.

Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

(Inherited from Resource.)
Public methodEmitChanged

Emits the changed signal.

If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).

The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

(Inherited from Resource.)
Public methodEmitSignal

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

(Inherited from Object.)
Public methodEquals (Inherited from Object.)
Protected methodFinalize (Inherited from Object.)
Public methodFree

Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame.

Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties.

(Inherited from Object.)
Public methodGet

Returns the Variant value of the given property. If the property doesn't exist, this will return null.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodGetCaption

Gets the text caption for this node (used by some editors).

(Inherited from AnimationNode.)
Public methodGetChildByName

Gets a child node by index (used by editors inheriting from AnimationRootNode).

(Inherited from AnimationNode.)
Public methodGetChildNodes

Gets all children nodes in order as a name: node dictionary. Only useful when inheriting AnimationRootNode.

(Inherited from AnimationNode.)
Public methodGetClass

Returns the object's class as a String.

(Inherited from Object.)
Public methodGetCrossFadeTime Obsolete.
Public methodGetEnabledInputs Obsolete.
Public methodGetHashCode (Inherited from Object.)
Public methodGetIncomingConnections

Returns an Array of dictionaries with information about signals that are connected to the object.

Each Dictionary contains three String entries:

- source is a reference to the signal emitter.

- signal_name is the name of the connected signal.

- method_name is the name of the method to which the signal is connected.

(Inherited from Object.)
Public methodGetIndexed

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

(Inherited from Object.)
Public methodGetInputCaption Obsolete.
Public methodGetInputCount

Amount of inputs in this node, only useful for nodes that go into AnimationNodeBlendTree.

(Inherited from AnimationNode.)
Public methodGetInputName

Gets the name of an input by index.

(Inherited from AnimationNode.)
Public methodGetInstanceId

Returns the object's unique instance ID.

This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id.

(Inherited from Object.)
Public methodGetLocalScene

If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null.

(Inherited from Resource.)
Public methodGetMeta

Returns the object's metadata entry for the given name.

(Inherited from Object.)
Public methodGetMetaList

Returns the object's metadata as a String.

(Inherited from Object.)
Public methodGetMethodList

Returns the object's methods and their signatures as an Array.

(Inherited from Object.)
Public methodGetName Obsolete. (Inherited from Resource.)
Public methodGetParameter

Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.

(Inherited from AnimationNode.)
Public methodGetParameterDefaultValue

Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.

(Inherited from AnimationNode.)
Public methodGetParameterList

Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to GetPropertyList.

(Inherited from AnimationNode.)
Public methodGetPath Obsolete. (Inherited from Resource.)
Public methodGetPropertyList

Returns the object's property list as an Array of dictionaries.

Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

(Inherited from Object.)
Public methodGetRid

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

(Inherited from Resource.)
Public methodGetScript

Returns the object's Script instance, or null if none is assigned.

(Inherited from Object.)
Public methodGetSignalConnectionList

Returns an Array of connections for the given signal.

(Inherited from Object.)
Public methodGetSignalList

Returns the list of signals as an Array of dictionaries.

(Inherited from Object.)
Public methodGetType (Inherited from Object.)
Public methodHasFilter

Returns true whether you want the blend tree editor to display filter editing on this node.

(Inherited from AnimationNode.)
Public methodHasMeta

Returns true if a metadata entry is found with the given name.

(Inherited from Object.)
Public methodHasMethod

Returns true if the object contains the given method.

(Inherited from Object.)
Public methodHasSignal

Returns true if the given signal exists.

(Inherited from Object.)
Public methodHasUserSignal

Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account.

(Inherited from Object.)
Public methodInitRef

Initializes the internal reference counter. Use this only if you really know what you are doing.

Returns whether the initialization was successful.

(Inherited from Reference.)
Public methodIsBlockingSignals

Returns true if signal emission blocking is enabled.

(Inherited from Object.)
Public methodIsClass

Returns true if the object inherits from the given class.

(Inherited from Object.)
Public methodIsConnected

Returns true if a connection exists for a given signal, target, and method.

(Inherited from Object.)
Public methodIsFilterEnabled Obsolete. (Inherited from AnimationNode.)
Public methodIsInputSetAsAutoAdvance Obsolete.
Public methodIsLocalToScene Obsolete. (Inherited from Resource.)
Public methodIsPathFiltered

Returns true whether a given path is filtered.

(Inherited from AnimationNode.)
Public methodIsQueuedForDeletion (Inherited from Object.)
Protected methodMemberwiseClone (Inherited from Object.)
Public methodNotification

Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from.

If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

(Inherited from Object.)
Public methodProcess

User-defined callback called when a custom node is processed. The time parameter is a relative delta, unless seek is true, in which case it is absolute.

Here, call the BlendInput(Int32, Single, Boolean, Single, AnimationNodeFilterAction, Boolean), BlendNode(String, AnimationNode, Single, Boolean, Single, AnimationNodeFilterAction, Boolean) or BlendAnimation(String, Single, Single, Boolean, Single) functions. You can also use GetParameter(String) and SetParameter(String, Object) to modify local memory.

This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called).

(Inherited from AnimationNode.)
Public methodPropertyListChangedNotify

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

(Inherited from Object.)
Public methodReference_

Increments the internal reference counter. Use this only if you really know what you are doing.

Returns true if the increment was successful, false otherwise.

(Inherited from Reference.)
Public methodRemoveInput

Removes an input, call this only when inactive.

(Inherited from AnimationNode.)
Public methodRemoveMeta

Removes a given entry from the object's metadata. See also SetMeta(String, Object).

(Inherited from Object.)
Public methodSet

Assigns a new value to the given property. If the property does not exist, nothing will happen.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodSetBlockSignals

If set to true, signal emission is blocked.

(Inherited from Object.)
Public methodSetCrossFadeTime Obsolete.
Public methodSetDeferred

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value).

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodSetEnabledInputs Obsolete.
Public methodSetFilterEnabled Obsolete. (Inherited from AnimationNode.)
Public methodSetFilterPath

Adds or removes a path for the filter.

(Inherited from AnimationNode.)
Public methodSetIndexed

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

(Inherited from Object.)
Public methodSetInputAsAutoAdvance Obsolete.
Public methodSetInputCaption Obsolete.
Public methodSetLocalToScene Obsolete. (Inherited from Resource.)
Public methodSetMessageTranslation

Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default.

(Inherited from Object.)
Public methodSetMeta

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value.

To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

(Inherited from Object.)
Public methodSetName Obsolete. (Inherited from Resource.)
Public methodSetParameter

Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.

(Inherited from AnimationNode.)
Public methodSetPath Obsolete. (Inherited from Resource.)
Public methodSetScript

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.

If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called.

(Inherited from Object.)
Public methodSetupLocalToScene

This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script.

For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

(Inherited from Resource.)
Public methodTakeOverPath

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path.

(Inherited from Resource.)
Public methodCode exampleToSignal
Returns a new SignalAwaiter awaiter configured to complete when the instance source emits the signal specified by the signal parameter.
(Inherited from Object.)
Public methodToString (Inherited from Object.)
Public methodTr

Translates a message using translation catalogs configured in the Project Settings.

Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean).

(Inherited from Object.)
Public methodUnreference

Decrements the internal reference counter. Use this only if you really know what you are doing.

Returns true if the decrement was successful, false otherwise.

(Inherited from Reference.)
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See Also