class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource AnimationNode
Base class for AnimationTree nodes. Not related to scene nodes.

Base resource for AnimationTree nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.

Inherit this when creating animation nodes mainly for use in AnimationNodeBlendTree, otherwise AnimationRootNode should be used instead.

You can access the time information as read-only parameter which is processed and stored in the previous frame for all nodes except AnimationNodeOutput.

var current_length = $AnimationTree[parameters/AnimationNodeName/current_length] var current_position = $AnimationTree[parameters/AnimationNodeName/current_position] var current_delta = $AnimationTree[parameters/AnimationNodeName/current_delta]
Signal animation_node_removed<>( int object_id=, object_id:int=, String name=, name:String=, ):Signal

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes removes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, and AnimationNodeBlendTree.

Signal animation_node_renamed<>( int object_id=, object_id:int=, String old_name=, old_name:String=, String new_name=, new_name:String=, ):Signal

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation node names changes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, and AnimationNodeBlendTree.

Signal tree_changed<>():Signal

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, AnimationNodeBlendTree and AnimationNodeTransition.

Enum FilterAction<>():Enum

FILTER_IGNORE = 0

Do not use filtering.


FILTER_PASS = 1

Paths matching the filter will be allowed to pass.


FILTER_STOP = 2

Paths matching the filter will be discarded.


FILTER_BLEND = 3

Paths matching the filter will be blended (by the blend value).

bool filter_enabled<>():bool

If true, filtering is enabled.

String _get_caption<>():String

When inheriting from AnimationRootNode, implement this virtual method to override the text caption for this animation node.

AnimationNode _get_child_by_name<>( StringName name=, name:StringName=, ):AnimationNode

When inheriting from AnimationRootNode, implement this virtual method to return a child animation node by its name.

Dictionary _get_child_nodes<>():Dictionary

When inheriting from AnimationRootNode, implement this virtual method to return all child animation nodes in order as a name: node dictionary.

Variant _get_parameter_default_value<>( StringName parameter=, parameter:StringName=, ):Variant

When inheriting from AnimationRootNode, implement this virtual method to return the default value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.

Array _get_parameter_list<>():Array

When inheriting from AnimationRootNode, implement this virtual method to return a list of the properties on this animation node. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees. Format is similar to Object.get_property_list().

bool _has_filter<>():bool

When inheriting from AnimationRootNode, implement this virtual method to return whether the blend tree editor should display filter editing on this animation node.

bool _is_parameter_read_only<>( StringName parameter=, parameter:StringName=, ):bool

When inheriting from AnimationRootNode, implement this virtual method to return whether the parameter is read-only. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.

float _process<>( float time=, time:float=, bool seek=, seek:bool=, bool is_external_seeking=, is_external_seeking:bool=, bool test_only=, test_only:bool=, ):float

Deprecated: Currently this is mostly useless as there is a lack of many APIs to extend AnimationNode by GDScript. It is planned that a more flexible API using structures will be provided in the future.

When inheriting from AnimationRootNode, implement this virtual method to run some code when this animation node is processed. The time parameter is a relative delta, unless seek is true, in which case it is absolute.

Here, call the blend_input(), blend_node() or blend_animation() functions. You can also use get_parameter() and set_parameter() to modify local memory.

This function should return the delta.

bool add_input<>( String name=, name:String=, ):bool

Adds an input to the animation node. This is only useful for animation nodes created for use in an AnimationNodeBlendTree. If the addition fails, returns false.

void blend_animation<>( StringName animation=, animation:StringName=, float time=, time:float=, float delta=, delta:float=, bool seeked=, seeked:bool=, bool is_external_seeking=, is_external_seeking:bool=, float blend=, blend:float=, LoopedFlag looped_flag=0, looped_flag:LoopedFlag=0, ):void

Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seeked happened.

A looped_flag is used by internal processing immediately after the loop. See also LoopedFlag.

float blend_input<>( int input_index=, input_index:int=, float time=, time:float=, bool seek=, seek:bool=, bool is_external_seeking=, is_external_seeking:bool=, float blend=, blend:float=, FilterAction filter=0, filter:FilterAction=0, bool sync=true, sync:bool=true, bool test_only=false, test_only:bool=false, ):float

Blend an input. This is only useful for animation nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see FilterAction for options).

float blend_node<>( StringName name=, name:StringName=, AnimationNode node=, node:AnimationNode=, float time=, time:float=, bool seek=, seek:bool=, bool is_external_seeking=, is_external_seeking:bool=, float blend=, blend:float=, FilterAction filter=0, filter:FilterAction=0, bool sync=true, sync:bool=true, bool test_only=false, test_only:bool=false, ):float

Blend another animation node (in case this animation node contains child animation nodes). This function is only useful if you inherit from AnimationRootNode instead, otherwise editors will not display your animation node for addition.

int find_input<>( String name=, name:String=, ):int

Returns the input index which corresponds to name. If not found, returns -1.

int get_input_count<>():int

Amount of inputs in this animation node, only useful for animation nodes that go into AnimationNodeBlendTree.

String get_input_name<>( int input=, input:int=, ):String

Gets the name of an input by index.

Variant get_parameter<>( StringName name=, name:StringName=, ):Variant

Gets the value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.

int get_processing_animation_tree_instance_id<>():int

Returns the object id of the AnimationTree that owns this node.

Note: This method should only be called from within the AnimationNodeExtension._process_animation_node() method, and will return an invalid id otherwise.

bool is_path_filtered<>( NodePath path=, path:NodePath=, ):bool

Returns true if the given path is filtered.

bool is_process_testing<>():bool

Returns true if this animation node is being processed in test-only mode.

void remove_input<>( int index=, index:int=, ):void

Removes an input, call this only when inactive.

void set_filter_path<>( NodePath path=, path:NodePath=, bool enable=, enable:bool=, ):void

Adds or removes a path for the filter.

bool set_input_name<>( int input=, input:int=, String name=, name:String=, ):bool

Sets the name of the input at the given input index. If the setting fails, returns false.

void set_parameter<>( StringName name=, name:StringName=, Variant value=, value:Variant=, ):void

Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.




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