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AnimationNodeStateMachineTransition Properties

The AnimationNodeStateMachineTransition type exposes the following members.

Properties
  NameDescription
Public propertyAdvanceCondition

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 ). For example, if TreeRoot is an AnimationNodeStateMachine and AdvanceCondition is set to "idle":

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

Public propertyAutoAdvance

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

Public propertyDisabled

Don't use this transition during Travel(String) or AutoAdvance.

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyPriority

Lower priority transitions are preferred when travelling through the tree via Travel(String) or AutoAdvance.

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 propertySwitchMode

The transition type.

Public propertyXfadeTime

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

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