Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
654 lines
22 KiB
XML
654 lines
22 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationTreePlayer" inherits="Node" category="Core" version="3.0-stable">
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<brief_description>
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Animation Player that uses a node graph for blending Animations.
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</brief_description>
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<description>
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A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
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It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_node">
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<return type="void">
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</return>
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<argument index="0" name="type" type="int" enum="AnimationTreePlayer.NodeType">
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</argument>
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<argument index="1" name="id" type="String">
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</argument>
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<description>
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Adds a [code]type[/code] node to the graph with name [code]id[/code].
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</description>
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</method>
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<method name="advance">
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<return type="void">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<description>
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Shifts position in the animation timeline. Delta is the time in seconds to shift.
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</description>
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</method>
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<method name="animation_node_get_animation" qualifiers="const">
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<return type="Animation">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the [AnimationPlayer]'s [Animation] bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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</description>
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</method>
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<method name="animation_node_get_master_animation" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the name of the [member master_player]'s [Animation] bound to this animation node.
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</description>
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</method>
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<method name="animation_node_set_animation">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="animation" type="Animation">
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</argument>
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<description>
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Binds a new [Animation] from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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</description>
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</method>
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<method name="animation_node_set_filter_path">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="path" type="NodePath">
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</argument>
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<argument index="2" name="enable" type="bool">
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</argument>
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<description>
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If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
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</method>
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<method name="animation_node_set_master_animation">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="source" type="String">
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</argument>
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<description>
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Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
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</description>
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</method>
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<method name="are_nodes_connected" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="dst_id" type="String">
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</argument>
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<argument index="2" name="dst_input_idx" type="int">
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</argument>
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<description>
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Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
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</description>
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</method>
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<method name="blend2_node_get_amount" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the blend amount of a Blend2 node given its name.
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</description>
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</method>
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<method name="blend2_node_set_amount">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="blend" type="float">
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</argument>
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<description>
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Sets the blend amount of a Blend2 node given its name and value.
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A Blend2 Node blends two animations with the amount between 0 and 1.
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At 0, Output is input a.
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Towards 1, the influence of a gets lessened, the influence of b gets raised.
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At 1, Output is input b.
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</description>
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</method>
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<method name="blend2_node_set_filter_path">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="path" type="NodePath">
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</argument>
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<argument index="2" name="enable" type="bool">
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</argument>
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<description>
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If [code]enable[/code] is [code]true[/code], the blend2 node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
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</method>
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<method name="blend3_node_get_amount" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the blend amount of a Blend3 node given its name.
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</description>
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</method>
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<method name="blend3_node_set_amount">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="blend" type="float">
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</argument>
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<description>
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Sets the blend amount of a Blend3 node given its name and value.
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A Blend3 Node blends three animations with the amount between -1 and 1.
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At -1, Output is input b-.
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From -1 to 0, the influence of b- gets lessened, the influence of a gets raised and the influence of b+ is 0.
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At 0, Output is input a.
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From 0 to 1, the influence of a gets lessened, the influence of b+ gets raised and the influence of b+ is 0.
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At 1, Output is input b+.
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</description>
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</method>
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<method name="blend4_node_get_amount" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the blend amount of a Blend4 node given its name.
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</description>
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</method>
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<method name="blend4_node_set_amount">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="blend" type="Vector2">
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</argument>
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<description>
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Sets the blend amount of a Blend4 node given its name and value.
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A Blend4 Node blends two pairs of animations.
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The two pairs are blended like blend2 and then added together.
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</description>
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</method>
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<method name="connect_nodes">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="dst_id" type="String">
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</argument>
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<argument index="2" name="dst_input_idx" type="int">
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</argument>
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<description>
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Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
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</description>
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</method>
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<method name="disconnect_nodes">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="dst_input_idx" type="int">
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</argument>
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<description>
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Disconnects nodes connected to [code]id[/code] at the specified input slot.
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</description>
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</method>
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<method name="get_node_list">
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<return type="PoolStringArray">
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</return>
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<description>
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Returns a [PoolStringArray] containing the name of all nodes.
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</description>
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</method>
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<method name="mix_node_get_amount" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns mix amount of a Mix node given its name.
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</description>
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</method>
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<method name="mix_node_set_amount">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="ratio" type="float">
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</argument>
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<description>
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Sets mix amount of a Mix node given its name and value.
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A Mix node adds input b to input a by a the amount given by ratio.
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</description>
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</method>
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<method name="node_exists" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="node" type="String">
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</argument>
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<description>
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Check if a node exists (by name).
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</description>
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</method>
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<method name="node_get_input_count" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Return the input count for a given node. Different types of nodes have different amount of inputs.
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</description>
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</method>
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<method name="node_get_input_source" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="idx" type="int">
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</argument>
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<description>
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Return the input source for a given node input.
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</description>
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</method>
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<method name="node_get_position" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns position of a node in the graph given its name.
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</description>
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</method>
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<method name="node_get_type" qualifiers="const">
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<return type="int" enum="AnimationTreePlayer.NodeType">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Get the node type, will return from NODE_* enum.
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</description>
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</method>
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<method name="node_rename">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="node" type="String">
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</argument>
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<argument index="1" name="new_name" type="String">
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</argument>
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<description>
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Rename a node in the graph.
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</description>
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</method>
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<method name="node_set_position">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="screen_position" type="Vector2">
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</argument>
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<description>
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Sets position of a node in the graph given its name and position.
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</description>
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</method>
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<method name="oneshot_node_get_autorestart_delay" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns autostart delay of a OneShot node given its name.
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</description>
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</method>
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<method name="oneshot_node_get_autorestart_random_delay" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns autostart random delay of a OneShot node given its name.
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</description>
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</method>
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<method name="oneshot_node_get_fadein_time" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns fade in time of a OneShot node given its name.
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</description>
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</method>
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<method name="oneshot_node_get_fadeout_time" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns fade out time of a OneShot node given its name.
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</description>
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</method>
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<method name="oneshot_node_has_autorestart" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns whether a OneShot node will auto restart given its name.
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</description>
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</method>
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<method name="oneshot_node_is_active" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns whether a OneShot node is active given its name.
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</description>
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</method>
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<method name="oneshot_node_set_autorestart">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="enable" type="bool">
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</argument>
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<description>
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Sets autorestart property of a OneShot node given its name and value.
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</description>
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</method>
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<method name="oneshot_node_set_autorestart_delay">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="delay_sec" type="float">
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</argument>
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<description>
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Sets autorestart delay of a OneShot node given its name and value in seconds.
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</description>
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</method>
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<method name="oneshot_node_set_autorestart_random_delay">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="rand_sec" type="float">
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</argument>
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<description>
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Sets autorestart random delay of a OneShot node given its name and value in seconds.
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</description>
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</method>
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<method name="oneshot_node_set_fadein_time">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="time_sec" type="float">
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</argument>
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<description>
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Sets fade in time of a OneShot node given its name and value in seconds.
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</description>
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</method>
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<method name="oneshot_node_set_fadeout_time">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="time_sec" type="float">
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</argument>
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<description>
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Sets fade out time of a OneShot node given its name and value in seconds.
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</description>
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</method>
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<method name="oneshot_node_set_filter_path">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="path" type="NodePath">
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</argument>
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<argument index="2" name="enable" type="bool">
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</argument>
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<description>
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If [code]enable[/code] is [code]true[/code], the oneshot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
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</description>
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</method>
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<method name="oneshot_node_start">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Starts a OneShot node given its name.
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</description>
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</method>
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<method name="oneshot_node_stop">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Stops the OneShot node with name [code]id[/code].
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</description>
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</method>
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<method name="recompute_caches">
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<return type="void">
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</return>
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<description>
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Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
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</description>
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</method>
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<method name="remove_node">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Removes the animation node with name [code]id[/code].
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</description>
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</method>
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<method name="reset">
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<return type="void">
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</return>
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<description>
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Resets this [code]AnimationTreePlayer[/code].
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</description>
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</method>
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<method name="timescale_node_get_scale" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns time scale value of the TimeScale node with name [code]id[/code].
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</description>
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</method>
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<method name="timescale_node_set_scale">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="scale" type="float">
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</argument>
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<description>
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Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
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The timescale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
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If applied after a blend or mix, affects all input animations to that blend or mix.
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</description>
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</method>
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<method name="timeseek_node_seek">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="seconds" type="float">
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</argument>
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<description>
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Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code]
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This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
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</description>
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</method>
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<method name="transition_node_delete_input">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="input_idx" type="int">
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</argument>
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<description>
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Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
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</description>
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</method>
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<method name="transition_node_get_current" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
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</description>
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</method>
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<method name="transition_node_get_input_count" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by rightclicking on the transition node.
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</description>
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</method>
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<method name="transition_node_get_xfade_time" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the cross fade time for the transition node with name [code]id[/code].
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</description>
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</method>
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<method name="transition_node_has_input_auto_advance" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="input_idx" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the input at [code]input_idx[/code] on transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
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</description>
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</method>
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<method name="transition_node_set_current">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="input_idx" type="int">
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</argument>
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<description>
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The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
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</description>
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</method>
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<method name="transition_node_set_input_auto_advance">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="input_idx" type="int">
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</argument>
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<argument index="2" name="enable" type="bool">
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</argument>
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<description>
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The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
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</description>
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</method>
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<method name="transition_node_set_input_count">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="count" type="int">
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</argument>
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<description>
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Resizes the number of inputs available for the transition node with name [code]id[/code].
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</description>
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</method>
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<method name="transition_node_set_xfade_time">
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<return type="void">
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</return>
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<argument index="0" name="id" type="String">
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</argument>
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<argument index="1" name="time_sec" type="float">
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</argument>
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<description>
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The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="active" type="bool" setter="set_active" getter="is_active">
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If [code]true[/code] the [code]AnimationTreePlayer[/code] is able to play animations. Default value: [code]false[/code].
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</member>
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<member name="base_path" type="NodePath" setter="set_base_path" getter="get_base_path">
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The node from which to relatively access other nodes. Default value: [code]".."[/code].
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It accesses the Bones, so it should point to the same Node the AnimationPlayer would point its Root Node at.
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</member>
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<member name="master_player" type="NodePath" setter="set_master_player" getter="get_master_player">
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The path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes.
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Once set, Animation nodes can be added to the AnimationTreePlayer.
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</member>
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<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode">
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The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
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</member>
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</members>
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<constants>
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<constant name="NODE_OUTPUT" value="0" enum="NodeType">
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Output node.
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</constant>
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<constant name="NODE_ANIMATION" value="1" enum="NodeType">
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Animation node.
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</constant>
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<constant name="NODE_ONESHOT" value="2" enum="NodeType">
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OneShot node.
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</constant>
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<constant name="NODE_MIX" value="3" enum="NodeType">
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Mix node.
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</constant>
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<constant name="NODE_BLEND2" value="4" enum="NodeType">
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Blend2 node.
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</constant>
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<constant name="NODE_BLEND3" value="5" enum="NodeType">
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Blend3 node.
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</constant>
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<constant name="NODE_BLEND4" value="6" enum="NodeType">
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Blend4 node.
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</constant>
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<constant name="NODE_TIMESCALE" value="7" enum="NodeType">
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TimeScale node.
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</constant>
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<constant name="NODE_TIMESEEK" value="8" enum="NodeType">
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TimeSeek node.
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</constant>
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<constant name="NODE_TRANSITION" value="9" enum="NodeType">
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Transition node.
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</constant>
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<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
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Process animation during the physics process. This is especially useful when animating physics bodies.
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</constant>
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<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
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Process animation during the idle process.
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</constant>
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</constants>
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</class>
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