Class reference
AnimationNodeStateMachineTransition
Inherits Resource
A transition within an AnimationNodeStateMachine connecting two AnimationRootNodes.
Description
The path generated when using AnimationNodeStateMachinePlayback.travel() is limited to the nodes connected by AnimationNodeStateMachineTransition. You can set the timing and conditions of the transition in detail.
Properties
StringName advance_condition = &""
StringName advance_condition = &""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 Using AnimationTree). For example, if AnimationTree.tree_root is an AnimationNodeStateMachine and advance_condition is set to "idle":
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0));
String advance_expression = ""
String advance_expression = ""Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
int advance_mode = 1
int advance_mode = 1Determines whether the transition should be disabled, enabled when using AnimationNodeStateMachinePlayback.travel(), or traversed automatically if the advance_condition and advance_expression checks are true (if assigned).
bool break_loop_at_end = false
bool break_loop_at_end = falseIf true, breaks the loop at the end of the loop cycle for transition, even if the animation is looping.
int priority = 1
int priority = 1Lower priority transitions are preferred when travelling through the tree via AnimationNodeStateMachinePlayback.travel() or advance_mode is set to ADVANCE_MODE_AUTO.
bool reset = true
bool reset = trueIf true, the destination animation is played back from the beginning when switched.
int switch_mode = 0
int switch_mode = 0The transition type.
Curve xfade_curve
Curve xfade_curveEase curve for better control over cross-fade between this state and the next. Should be a unit Curve.
float xfade_time = 0.0
float xfade_time = 0.0The time to cross-fade between this state and the next. Note: AnimationNodeStateMachine transitions the current state immediately after the start of the fading. The precise remaining time can only be inferred from the main animation. When AnimationNodeOutput is considered as the most upstream, so the xfade_time is not scaled depending on the downstream delta. See also AnimationNodeOneShot.fadeout_time.
Signals
advance_condition_changed()
Emitted when advance_condition is changed.
Constants
SWITCH_MODE_IMMEDIATE = 0
Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
SWITCH_MODE_SYNC = 1
Switch to the next state immediately, but will seek the new state to the playback position of the old state.
SWITCH_MODE_AT_END = 2
Wait for the current state playback to end, then switch to the beginning of the next state animation.
ADVANCE_MODE_DISABLED = 0
Don't use this transition.
ADVANCE_MODE_ENABLED = 1
Only use this transition during AnimationNodeStateMachinePlayback.travel().
ADVANCE_MODE_AUTO = 2
Automatically use this transition if the advance_condition and advance_expression checks are true (if assigned).