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AnimationNodeTransition

A transition within an AnimationTree connecting two AnimationNodes.

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class AnimationNodeTransitionReckfellSharpInherits AnimationNodeSync

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.

C#
// 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.

C#
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
# AnimationNodeTransition
C#
public AnimationNodeTransition();

Properties4

AllowTransitionToSelfProperty
# AllowTransitionToSelf
C#
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
# InputCount
C#
public int InputCount { get; set; }

The number of enabled input ports for this animation node.

XfadeCurveProperty
# XfadeCurve
C#
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
# XfadeTime
C#
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
# GetXfadeCurve
C#
public Curve GetXfadeCurve();
Returns Curve
GetXfadeTimedouble
# GetXfadeTime
C#
public double GetXfadeTime();
Returns double
IsAllowTransitionToSelfbool
# IsAllowTransitionToSelf
C#
public bool IsAllowTransitionToSelf();
Returns bool
IsInputLoopBrokenAtEndbool
# IsInputLoopBrokenAtEnd
C#
public bool IsInputLoopBrokenAtEnd(int input);

Returns whether the animation breaks the loop at the end of the loop cycle for transition.

Parameters
NameTypeDefault
inputint—
Returns bool
IsInputResetbool
# IsInputReset
C#
public bool IsInputReset(int input);

Returns whether the animation restarts when the animation transitions from the other animation.

Parameters
NameTypeDefault
inputint—
Returns bool
IsInputSetAsAutoAdvancebool
# IsInputSetAsAutoAdvance
C#
public bool IsInputSetAsAutoAdvance(int input);

Returns true if auto-advance is enabled for the given input index.

Parameters
NameTypeDefault
inputint—
Returns bool
SetAllowTransitionToSelfvoid
# SetAllowTransitionToSelf
C#
public void SetAllowTransitionToSelf(bool enable);
Parameters
NameTypeDefault
enablebool—
SetInputAsAutoAdvancevoid
# SetInputAsAutoAdvance
C#
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.

Parameters
NameTypeDefault
inputint—
enablebool—
SetInputBreakLoopAtEndvoid
# SetInputBreakLoopAtEnd
C#
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.

Parameters
NameTypeDefault
inputint—
enablebool—
SetInputCountvoid
# SetInputCount
C#
public void SetInputCount(int inputCount);
Parameters
NameTypeDefault
inputCountint—
SetInputResetvoid
# SetInputReset
C#
public void SetInputReset(int input, bool enable);

If true, the destination animation is restarted when the animation transitions.

Parameters
NameTypeDefault
inputint—
enablebool—
SetXfadeCurvevoid
# SetXfadeCurve
C#
public void SetXfadeCurve(Curve curve);
Parameters
NameTypeDefault
curveCurve—
SetXfadeTimevoid
# SetXfadeTime
C#
public void SetXfadeTime(double time);
Parameters
NameTypeDefault
timedouble—
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