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 ObjectRefCountedResource AnimationNodeStateMachinePlayback
Provides playback control for an AnimationNodeStateMachine.

Allows control of AnimationTree state machines created with AnimationNodeStateMachine. Retrieve with $AnimationTree.get("parameters/playback").

Example:

var state_machine = $AnimationTree.get("parameters/playback") state_machine.travel("some_state")
float get_current_length<>():float

Returns the current state length.

Note: It is possible that any AnimationRootNode can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.

StringName get_current_node<>():StringName

Returns the currently playing animation state.

Note: When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.

float get_current_play_position<>():float

Returns the playback position within the current animation state.

StringName get_fading_from_node<>():StringName

Returns the starting state of currently fading animation.

StringName[] get_travel_path<>():StringName[]

Returns the current travel path as computed internally by the A* algorithm.

bool is_playing<>():bool

Returns true if an animation is playing.

void next<>():void

If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.

void start<>( StringName node=, node:StringName=, bool reset=true, reset:bool=true, ):void

Starts playing the given animation.

If reset is true, the animation is played from the beginning.

void stop<>():void

Stops the currently playing animation.

void travel<>( StringName to_node=, to_node:StringName=, bool reset_on_teleport=true, reset_on_teleport:bool=true, ):void

Transitions from the current state to another one, following the shortest path.

If the path does not connect from the current state, the animation will play after the state teleports.

If reset_on_teleport is true, the animation is played from the beginning when the travel cause a teleportation.




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