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authorRémi Verschelde <rverschelde@gmail.com>2019-06-29 12:38:01 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-06-30 13:58:07 +0200
commitc6cea6e9b372f403a5906813bf5db8583d747d06 (patch)
treee34ffb412701b436f44feedd3f317d0e1e84afa9 /doc/classes/AnimationNodeStateMachineTransition.xml
parent82604195b4c2c80777f7ecaa547194c6a208e8cf (diff)
downloadredot-engine-c6cea6e9b372f403a5906813bf5db8583d747d06.tar.gz
doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
Diffstat (limited to 'doc/classes/AnimationNodeStateMachineTransition.xml')
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml12
1 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 0ba3e7057e..08ff9997cf 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -9,25 +9,25 @@
<methods>
</methods>
<members>
- <member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition">
+ <member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
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 "idle":
[codeblock]
$animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0
[/codeblock]
</member>
- <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance">
+ <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
- <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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">
+ <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1">
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">
+ <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0">
The transition type.
</member>
- <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time">
+ <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0">
The time to cross-fade between this state and the next.
</member>
</members>