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authorRyan Roden-Corrent <ryan@rcorre.net>2019-04-07 07:21:31 -0400
committerRyan Roden-Corrent <ryan@rcorre.net>2019-04-09 10:49:21 -0400
commit584288a32c49afa02e69178381ef1e2abfb5371b (patch)
tree793f386f5846c14e4fcda58b0e13152c2bb28bfe /doc/classes/AnimationNodeStateMachineTransition.xml
parente40aea7fecd86240502d8e2e8f8492428f8df307 (diff)
downloadredot-engine-584288a32c49afa02e69178381ef1e2abfb5371b.tar.gz
Fill out some of the AnimationNode docs.
The API docs for various animation nodes are pretty empty, yet the tutorial at https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html contains some details. These details should be included in the API docs so looking up a particular class actually provides some information rather than requiring the user to hunt for a different tutorial. This also links the AnimationTree tutorial and demo in the docs. I've found the TPS demo to be the best resource so far for learning how to use the AnimationTree. This should be easy to find if someone looks up the AnimationTree API docs. Finally, this fixes a param typo in AnimationNodeStateMachine.
Diffstat (limited to 'doc/classes/AnimationNodeStateMachineTransition.xml')
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml9
1 files changed, 9 insertions, 0 deletions
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index a1ee381882..d18d5ee630 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -12,16 +12,22 @@
</methods>
<members>
<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
+ Turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code.
</member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
+ Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+ Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="priority" type="int" setter="set_priority" getter="get_priority">
+ Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
</member>
<member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode">
+ The transition type.
</member>
<member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time">
+ The time to cross-fade between this state and the next.
</member>
</members>
<signals>
@@ -32,10 +38,13 @@
</signals>
<constants>
<constant name="SWITCH_MODE_IMMEDIATE" value="0" enum="SwitchMode">
+ Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
</constant>
<constant name="SWITCH_MODE_SYNC" value="1" enum="SwitchMode">
+ Switch to the next state immediately, but will seek the new state to the playback position of the old state.
</constant>
<constant name="SWITCH_MODE_AT_END" value="2" enum="SwitchMode">
+ Wait for the current state playback to end, then switch to the beginning of the next state animation.
</constant>
</constants>
</class>