- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
53 lines
2.9 KiB
XML
53 lines
2.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNodeStateMachineTransition" inherits="Resource" category="Core" version="3.2">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="""">
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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 [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
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[codeblock]
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$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
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[/codeblock]
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</member>
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<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
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Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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</member>
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<member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
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Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
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</member>
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<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
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The transition type.
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</member>
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<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
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The time to cross-fade between this state and the next.
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</member>
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</members>
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<signals>
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<signal name="advance_condition_changed">
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<description>
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Emitted when [member advance_condition] is changed.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
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Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
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</constant>
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<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
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Switch to the next state immediately, but will seek the new state to the playback position of the old state.
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</constant>
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<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
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Wait for the current state playback to end, then switch to the beginning of the next state animation.
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</constant>
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</constants>
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</class>
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