AnimationNodeTransition
A transition within an AnimationTree connecting two AnimationNodes.
A transition within an AnimationTree connecting two AnimationNodes.
Simple state machine for cases which don't require a more advanced AnimationNodeStateMachine. Animations can be connected to the inputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its transition_request value to empty.
Note: When using a cross-fade, current_state and current_index change to the next state immediately after the cross-fade begins.
// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");
// Get current state name (read-only).
animationTree.Get("parameters/Transition/current_state");
// Get current state index (read-only).
animationTree.Get("parameters/Transition/current_index");Optionally, signals can be used by setting an AnimationNodeObserverTransition through AnimationTree.
var observer = animationTree.Get("parameters/Transition/observer").As<AnimationNodeObserverTransition>();
observer.StateStarted += OnStateStarted;Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
AnimationNodeTransitionConstructor
public AnimationNodeTransition();Properties4
AllowTransitionToSelfProperty
public bool AllowTransitionToSelf { get; set; }If true, allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If false, nothing happens on the transition to the self state.
InputCountProperty
public int InputCount { get; set; }The number of enabled input ports for this animation node.
XfadeCurveProperty
public Curve XfadeCurve { get; set; }Determines how cross-fading between animations is eased. If empty, the transition will be linear. Should be a unit Curve.
XfadeTimeProperty
public double XfadeTime { get; set; }Cross-fading time (in seconds) between each animation connected to the inputs.
Note: AnimationNodeTransition 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 AnimationNodeTransition.XfadeTime is not scaled depending on the downstream delta. See also AnimationNodeOneShot.FadeOutTime.
Methods13
GetXfadeCurveCurve
public Curve GetXfadeCurve();CurveGetXfadeTimedouble
public double GetXfadeTime();doubleIsAllowTransitionToSelfbool
public bool IsAllowTransitionToSelf();boolIsInputLoopBrokenAtEndbool
public bool IsInputLoopBrokenAtEnd(int input);Returns whether the animation breaks the loop at the end of the loop cycle for transition.
| Name | Type | Default |
|---|---|---|
input | int | — |
boolIsInputResetbool
public bool IsInputReset(int input);Returns whether the animation restarts when the animation transitions from the other animation.
| Name | Type | Default |
|---|---|---|
input | int | — |
boolIsInputSetAsAutoAdvancebool
public bool IsInputSetAsAutoAdvance(int input);Returns true if auto-advance is enabled for the given input index.
| Name | Type | Default |
|---|---|---|
input | int | — |
boolSetAllowTransitionToSelfvoid
public void SetAllowTransitionToSelf(bool enable);| Name | Type | Default |
|---|---|---|
enable | bool | — |
SetInputAsAutoAdvancevoid
public void SetInputAsAutoAdvance(int input, bool enable);Enables or disables auto-advance for the given input index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
| Name | Type | Default |
|---|---|---|
input | int | — |
enable | bool | — |
SetInputBreakLoopAtEndvoid
public void SetInputBreakLoopAtEnd(int input, bool enable);If true, breaks the loop at the end of the loop cycle for transition, even if the animation is looping.
| Name | Type | Default |
|---|---|---|
input | int | — |
enable | bool | — |
SetInputCountvoid
public void SetInputCount(int inputCount);| Name | Type | Default |
|---|---|---|
inputCount | int | — |
SetInputResetvoid
public void SetInputReset(int input, bool enable);If true, the destination animation is restarted when the animation transitions.
| Name | Type | Default |
|---|---|---|
input | int | — |
enable | bool | — |
SetXfadeCurvevoid
public void SetXfadeCurve(Curve curve);| Name | Type | Default |
|---|---|---|
curve | Curve | — |
SetXfadeTimevoid
public void SetXfadeTime(double time);| Name | Type | Default |
|---|---|---|
time | double | — |