class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceAnimationNodeAnimationNodeSync AnimationNodeOneShot
Plays an animation once in an AnimationNodeBlendTree.

A resource to add to an AnimationNodeBlendTree. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.

After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its request value to ONE_SHOT_REQUEST_NONE.

# Play child animation connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE # Abort child animation connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT # Abort child animation with fading out connected to "shot" port. animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT) # Alternative syntax (same result as above). animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT # Get current state (read-only). animation_tree.get("parameters/OneShot/active") # Alternative syntax (same result as above). animation_tree["parameters/OneShot/active"] # Get current internal state (read-only). animation_tree.get("parameters/OneShot/internal_active") # Alternative syntax (same result as above). animation_tree["parameters/OneShot/internal_active"]
Enum OneShotRequest<>():Enum

ONE_SHOT_REQUEST_NONE = 0

The default state of the request. Nothing is done.


ONE_SHOT_REQUEST_FIRE = 1

The request to play the animation connected to "shot" port.


ONE_SHOT_REQUEST_ABORT = 2

The request to stop the animation connected to "shot" port.


ONE_SHOT_REQUEST_FADE_OUT = 3

The request to fade out the animation connected to "shot" port.

Enum MixMode<>():Enum

MIX_MODE_BLEND = 0

Blends two animations. See also AnimationNodeBlend2.


MIX_MODE_ADD = 1

Blends two animations additively. See also AnimationNodeAdd2.

bool autorestart<>():bool

If true, the sub-animation will restart automatically after finishing.

In other words, to start auto restarting, the animation must be played once with the ONE_SHOT_REQUEST_FIRE request. The ONE_SHOT_REQUEST_ABORT request stops the auto restarting, but it does not disable the autorestart itself. So, the ONE_SHOT_REQUEST_FIRE request will start auto restarting again.

float autorestart_delay<>():float

The delay after which the automatic restart is triggered, in seconds.

float autorestart_random_delay<>():float

If autorestart is true, a random additional delay (in seconds) between 0 and this value will be added to autorestart_delay.

Curve fadein_curve<>():Curve

Determines how cross-fading between animations is eased. If empty, the transition will be linear.

float fadein_time<>():float

The fade-in duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.

Curve fadeout_curve<>():Curve

Determines how cross-fading between animations is eased. If empty, the transition will be linear.

float fadeout_time<>():float

The fade-out duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.

MixMode mix_mode<>():MixMode

The blend type.




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