AnimationNodeStateMachine¶
Inherits: AnimationRootNode < AnimationNode < Resource < RefCounted < Object
A state machine with multiple AnimationRootNodes, used by AnimationTree.
Description¶
Contains multiple AnimationRootNodes representing animation states, connected in a graph. State transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the AnimationTree node to control it programmatically.
Example:
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");
Tutorials¶
Properties¶
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Methods¶
void |
add_node ( StringName name, AnimationNode node, Vector2 position=Vector2(0, 0) ) |
void |
add_transition ( StringName from, StringName to, AnimationNodeStateMachineTransition transition ) |
get_graph_offset ( ) const |
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get_node ( StringName name ) const |
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get_node_name ( AnimationNode node ) const |
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get_node_position ( StringName name ) const |
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get_transition ( int idx ) const |
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get_transition_count ( ) const |
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get_transition_from ( int idx ) const |
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get_transition_to ( int idx ) const |
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has_node ( StringName name ) const |
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has_transition ( StringName from, StringName to ) const |
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void |
remove_node ( StringName name ) |
void |
remove_transition ( StringName from, StringName to ) |
void |
remove_transition_by_index ( int idx ) |
void |
rename_node ( StringName name, StringName new_name ) |
void |
replace_node ( StringName name, AnimationNode node ) |
void |
set_graph_offset ( Vector2 offset ) |
void |
set_node_position ( StringName name, Vector2 position ) |
Enumerations¶
enum StateMachineType:
StateMachineType STATE_MACHINE_TYPE_ROOT = 0
Seeking to the beginning is treated as playing from the start state. Transition to the end state is treated as exiting the state machine.
StateMachineType STATE_MACHINE_TYPE_NESTED = 1
Seeking to the beginning is treated as seeking to the beginning of the animation in the current state. Transition to the end state, or the absence of transitions in each state, is treated as exiting the state machine.
StateMachineType STATE_MACHINE_TYPE_GROUPED = 2
This is a grouped state machine that can be controlled from a parent state machine. It does not work on standalone. There must be a state machine with state_machine_type of STATE_MACHINE_TYPE_ROOT or STATE_MACHINE_TYPE_NESTED in the parent or ancestor.
Property Descriptions¶
bool allow_transition_to_self = false
If true
, allows teleport to the self state with AnimationNodeStateMachinePlayback.travel. When the reset option is enabled in AnimationNodeStateMachinePlayback.travel, the animation is restarted. If false
, nothing happens on the teleportation to the self state.
bool reset_ends = false
If true
, treat the cross-fade to the start and end nodes as a blend with the RESET animation.
In most cases, when additional cross-fades are performed in the parent AnimationNode of the state machine, setting this property to false
and matching the cross-fade time of the parent AnimationNode and the state machine's start node and end node gives good results.
StateMachineType state_machine_type = 0
void set_state_machine_type ( StateMachineType value )
StateMachineType get_state_machine_type ( )
This property can define the process of transitions for different use cases. See also StateMachineType.
Method Descriptions¶
void add_node ( StringName name, AnimationNode node, Vector2 position=Vector2(0, 0) )
Adds a new animation node to the graph. The position
is used for display in the editor.
void add_transition ( StringName from, StringName to, AnimationNodeStateMachineTransition transition )
Adds a transition between the given animation nodes.
Vector2 get_graph_offset ( ) const
Returns the draw offset of the graph. Used for display in the editor.
AnimationNode get_node ( StringName name ) const
Returns the animation node with the given name.
StringName get_node_name ( AnimationNode node ) const
Returns the given animation node's name.
Vector2 get_node_position ( StringName name ) const
Returns the given animation node's coordinates. Used for display in the editor.
AnimationNodeStateMachineTransition get_transition ( int idx ) const
Returns the given transition.
int get_transition_count ( ) const
Returns the number of connections in the graph.
StringName get_transition_from ( int idx ) const
Returns the given transition's start node.
StringName get_transition_to ( int idx ) const
Returns the given transition's end node.
bool has_node ( StringName name ) const
Returns true
if the graph contains the given animation node.
bool has_transition ( StringName from, StringName to ) const
Returns true
if there is a transition between the given animation nodes.
void remove_node ( StringName name )
Deletes the given animation node from the graph.
void remove_transition ( StringName from, StringName to )
Deletes the transition between the two specified animation nodes.
void remove_transition_by_index ( int idx )
Deletes the given transition by index.
void rename_node ( StringName name, StringName new_name )
Renames the given animation node.
void replace_node ( StringName name, AnimationNode node )
There is currently no description for this method. Please help us by contributing one!
void set_graph_offset ( Vector2 offset )
Sets the draw offset of the graph. Used for display in the editor.
void set_node_position ( StringName name, Vector2 position )
Sets the animation node's coordinates. Used for display in the editor.