Struct godot::classes::AnimationNodeTransition
#[repr(C)]pub struct AnimationNodeTransition { /* private fields */ }
Expand description
Godot class AnimationNodeTransition.
Inherits AnimationNodeSync
.
Related symbols:
IAnimationNodeTransition
: virtual methods
See also Godot docs for AnimationNodeTransition
.
§Construction
This class is reference-counted. You can create a new instance using AnimationNodeTransition::new_gd()
.
Implementations§
§impl AnimationNodeTransition
impl AnimationNodeTransition
pub fn set_input_count(&mut self, input_count: i32)
pub fn set_input_as_auto_advance(&mut self, input: i32, enable: bool)
pub fn is_input_set_as_auto_advance(&self, input: i32) -> bool
pub fn set_input_break_loop_at_end(&mut self, input: i32, enable: bool)
pub fn is_input_loop_broken_at_end(&self, input: i32) -> bool
pub fn set_input_reset(&mut self, input: i32, enable: bool)
pub fn is_input_reset(&self, input: i32) -> bool
pub fn set_xfade_time(&mut self, time: f64)
pub fn get_xfade_time(&self) -> f64
pub fn set_xfade_curve(&mut self, curve: Gd<Curve>)
pub fn get_xfade_curve(&self) -> Option<Gd<Curve>>
pub fn set_allow_transition_to_self(&mut self, enable: bool)
pub fn is_allow_transition_to_self(&self) -> bool
Methods from Deref<Target = AnimationNodeSync>§
pub fn set_use_sync(&mut self, enable: bool)
pub fn is_using_sync(&self) -> bool
Methods from Deref<Target = AnimationNode>§
pub fn add_input(&mut self, name: GString) -> bool
pub fn remove_input(&mut self, index: i32)
pub fn set_input_name(&mut self, input: i32, name: GString) -> bool
pub fn get_input_name(&self, input: i32) -> GString
pub fn get_input_count(&self) -> i32
pub fn find_input(&self, name: GString) -> i32
pub fn set_filter_path(&mut self, path: NodePath, enable: bool)
pub fn is_path_filtered(&self, path: NodePath) -> bool
pub fn set_filter_enabled(&mut self, enable: bool)
pub fn is_filter_enabled(&self) -> bool
pub fn blend_animation( &mut self, animation: StringName, time: f64, delta: f64, seeked: bool, is_external_seeking: bool, blend: f32, )
pub fn blend_animation_ex( &mut self, animation: StringName, time: f64, delta: f64, seeked: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendAnimation<'_>
pub fn blend_node( &mut self, name: StringName, node: Gd<AnimationNode>, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> f64
pub fn blend_node_ex( &mut self, name: StringName, node: Gd<AnimationNode>, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendNode<'_>
pub fn blend_input( &mut self, input_index: i32, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> f64
pub fn blend_input_ex( &mut self, input_index: i32, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendInput<'_>
pub fn set_parameter(&mut self, name: StringName, value: Variant)
pub fn get_parameter(&self, name: StringName) -> Variant
Methods from Deref<Target = Resource>§
pub fn set_path(&mut self, path: GString)
pub fn take_over_path(&mut self, path: GString)
pub fn get_path(&self) -> GString
pub fn set_name(&mut self, name: GString)
pub fn get_name(&self) -> GString
pub fn get_rid(&self) -> Rid
pub fn set_local_to_scene(&mut self, enable: bool)
pub fn is_local_to_scene(&self) -> bool
pub fn get_local_scene(&self) -> Option<Gd<Node>>
pub fn setup_local_to_scene(&mut self)
pub fn set_scene_unique_id(&mut self, id: GString)
pub fn get_scene_unique_id(&self) -> GString
pub fn emit_changed(&mut self)
pub fn duplicate(&self) -> Option<Gd<Resource>>
pub fn duplicate_ex(&self) -> ExDuplicate<'_>
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
Methods from Deref<Target = Object>§
pub fn get_class(&self) -> GString
pub fn is_class(&self, class: GString) -> bool
pub fn set(&mut self, property: StringName, value: Variant)
pub fn get(&self, property: StringName) -> Variant
pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)
pub fn get_indexed(&self, property_path: NodePath) -> Variant
pub fn get_property_list(&self) -> Array<Dictionary>
pub fn get_method_list(&self) -> Array<Dictionary>
pub fn property_can_revert(&self, property: StringName) -> bool
pub fn property_get_revert(&self, property: StringName) -> Variant
pub fn set_script(&mut self, script: Variant)
pub fn get_script(&self) -> Variant
pub fn set_meta(&mut self, name: StringName, value: Variant)
pub fn remove_meta(&mut self, name: StringName)
pub fn get_meta(&self, name: StringName) -> Variant
pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>
pub fn has_meta(&self, name: StringName) -> bool
pub fn get_meta_list(&self) -> Array<StringName>
pub fn add_user_signal(&mut self, signal: GString)
pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>
pub fn has_user_signal(&self, signal: StringName) -> bool
pub fn remove_user_signal(&mut self, signal: StringName)
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: StringName,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant
pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn call_deferred(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn set_deferred(&mut self, property: StringName, value: Variant)
pub fn callv(&mut self, method: StringName, arg_array: OutArray) -> Variant
pub fn has_method(&self, method: StringName) -> bool
pub fn get_method_argument_count(&self, method: StringName) -> i32
pub fn has_signal(&self, signal: StringName) -> bool
pub fn get_signal_list(&self) -> Array<Dictionary>
pub fn get_signal_connection_list( &self, signal: StringName, ) -> Array<Dictionary>
pub fn get_incoming_connections(&self) -> Array<Dictionary>
pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error
pub fn connect_ex( &mut self, signal: StringName, callable: Callable, ) -> ExConnect<'_>
pub fn disconnect(&mut self, signal: StringName, callable: Callable)
pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool
pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
pub fn notify_property_list_changed(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: StringName) -> GString
pub fn tr_ex(&self, message: StringName) -> ExTr<'_>
pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString
pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'_>
pub fn is_queued_for_deletion(&self) -> bool
pub fn cancel_free(&mut self)
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification()
, and depending on the notification, also to Godot’s lifecycle callbacks such as ready()
.
Starts from the highest ancestor (the Object
class) and goes down the hierarchy.
See also Godot docs for Object::notification()
.
§Panics
If you call this method on a user-defined object while holding a GdRef
or GdMut
guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification()
acquires a GdMut
lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify()
, but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for AnimationNodeTransition
impl Bounds for AnimationNodeTransition
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for AnimationNodeTransition
impl Debug for AnimationNodeTransition
§impl Deref for AnimationNodeTransition
impl Deref for AnimationNodeTransition
§type Target = AnimationNodeSync
type Target = AnimationNodeSync
§fn deref(&self) -> &<AnimationNodeTransition as Deref>::Target
fn deref(&self) -> &<AnimationNodeTransition as Deref>::Target
§impl DerefMut for AnimationNodeTransition
impl DerefMut for AnimationNodeTransition
§fn deref_mut(&mut self) -> &mut <AnimationNodeTransition as Deref>::Target
fn deref_mut(&mut self) -> &mut <AnimationNodeTransition as Deref>::Target
§impl GodotClass for AnimationNodeTransition
impl GodotClass for AnimationNodeTransition
§type Base = AnimationNodeSync
type Base = AnimationNodeSync
T
. This is always a Godot engine class.