godot::classes

Struct AnimationNodeStateMachine

#[repr(C)]
pub struct AnimationNodeStateMachine { /* private fields */ }
Expand description

Godot class AnimationNodeStateMachine.

Inherits AnimationRootNode.

Related symbols:

See also Godot docs for AnimationNodeStateMachine.

§Construction

This class is reference-counted. You can create a new instance using AnimationNodeStateMachine::new_gd().

Implementations§

§

impl AnimationNodeStateMachine

pub fn add_node( &mut self, name: StringName, node: impl AsObjectArg<AnimationNode>, )

To set the default parameters, use Self::add_node_ex and its builder methods. See the book for detailed usage instructions.

pub fn add_node_ex<'a>( &'a mut self, name: StringName, node: impl AsObjectArg<AnimationNode>, ) -> ExAddNode<'a>

pub fn replace_node( &mut self, name: StringName, node: impl AsObjectArg<AnimationNode>, )

pub fn get_node(&self, name: StringName) -> Option<Gd<AnimationNode>>

pub fn remove_node(&mut self, name: StringName)

pub fn rename_node(&mut self, name: StringName, new_name: StringName)

pub fn has_node(&self, name: StringName) -> bool

pub fn get_node_name(&self, node: impl AsObjectArg<AnimationNode>) -> StringName

pub fn set_node_position(&mut self, name: StringName, position: Vector2)

pub fn get_node_position(&self, name: StringName) -> Vector2

pub fn has_transition(&self, from: StringName, to: StringName) -> bool

pub fn add_transition( &mut self, from: StringName, to: StringName, transition: impl AsObjectArg<AnimationNodeStateMachineTransition>, )

pub fn get_transition( &self, idx: i32, ) -> Option<Gd<AnimationNodeStateMachineTransition>>

pub fn get_transition_from(&self, idx: i32) -> StringName

pub fn get_transition_to(&self, idx: i32) -> StringName

pub fn get_transition_count(&self) -> i32

pub fn remove_transition_by_index(&mut self, idx: i32)

pub fn remove_transition(&mut self, from: StringName, to: StringName)

pub fn set_graph_offset(&mut self, offset: Vector2)

pub fn get_graph_offset(&self) -> Vector2

pub fn set_state_machine_type(&mut self, state_machine_type: StateMachineType)

pub fn get_state_machine_type(&self) -> StateMachineType

pub fn set_allow_transition_to_self(&mut self, enable: bool)

pub fn is_allow_transition_to_self(&self) -> bool

pub fn set_reset_ends(&mut self, enable: bool)

pub fn are_ends_reset(&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, )

To set the default parameters, use Self::blend_animation_ex and its builder methods. See the book for detailed usage instructions.

pub fn blend_animation_ex<'a>( &'a mut self, animation: StringName, time: f64, delta: f64, seeked: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendAnimation<'a>

pub fn blend_node( &mut self, name: StringName, node: impl AsObjectArg<AnimationNode>, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> f64

To set the default parameters, use Self::blend_node_ex and its builder methods. See the book for detailed usage instructions.

pub fn blend_node_ex<'a>( &'a mut self, name: StringName, node: impl AsObjectArg<AnimationNode>, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendNode<'a>

pub fn blend_input( &mut self, input_index: i32, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> f64

To set the default parameters, use Self::blend_input_ex and its builder methods. See the book for detailed usage instructions.

pub fn blend_input_ex<'a>( &'a mut self, input_index: i32, time: f64, seek: bool, is_external_seeking: bool, blend: f32, ) -> ExBlendInput<'a>

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>>

To set the default parameters, use Self::duplicate_ex and its builder methods. See the book for detailed usage instructions.

pub fn duplicate_ex<'a>(&'a self) -> ExDuplicate<'a>

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

To set the default parameters, use Self::get_meta_ex and its builder methods. See the book for detailed usage instructions.

pub fn get_meta_ex<'a>(&'a self, name: StringName) -> ExGetMeta<'a>

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)

To set the default parameters, use Self::add_user_signal_ex and its builder methods. See the book for detailed usage instructions.

pub fn add_user_signal_ex<'a>( &'a mut self, signal: GString, ) -> ExAddUserSignal<'a>

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

§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>

§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

§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>

§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

§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>

§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: &Array<Variant>, ) -> 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

To set the default parameters, use Self::connect_ex and its builder methods. See the book for detailed usage instructions.

pub fn connect_ex<'a>( &'a mut self, signal: StringName, callable: Callable, ) -> ExConnect<'a>

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

To set the default parameters, use Self::tr_ex and its builder methods. See the book for detailed usage instructions.

pub fn tr_ex<'a>(&'a self, message: StringName) -> ExTr<'a>

pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString

To set the default parameters, use Self::tr_n_ex and its builder methods. See the book for detailed usage instructions.

pub fn tr_n_ex<'a>( &'a self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'a>

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

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)

⚠️ 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 AnimationNodeStateMachine

§

type Memory = MemRefCounted

Defines the memory strategy of the static type.
§

type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
§

impl Debug for AnimationNodeStateMachine

§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
§

impl Deref for AnimationNodeStateMachine

§

type Target = AnimationRootNode

The resulting type after dereferencing.
§

fn deref(&self) -> &<AnimationNodeStateMachine as Deref>::Target

Dereferences the value.
§

impl DerefMut for AnimationNodeStateMachine

§

fn deref_mut(&mut self) -> &mut <AnimationNodeStateMachine as Deref>::Target

Mutably dereferences the value.
§

impl GodotClass for AnimationNodeStateMachine

§

const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

Initialization level, during which this class should be initialized with Godot. Read more
§

type Base = AnimationRootNode

The immediate superclass of T. This is always a Godot engine class.
§

fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
§

fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
§

impl GodotDefault for AnimationNodeStateMachine

§

impl Inherits<AnimationNode> for AnimationNodeStateMachine

§

impl Inherits<AnimationRootNode> for AnimationNodeStateMachine

§

impl Inherits<Object> for AnimationNodeStateMachine

§

impl Inherits<RefCounted> for AnimationNodeStateMachine

§

impl Inherits<Resource> for AnimationNodeStateMachine

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

§

impl<T> NewGd for T
where T: GodotDefault<Memory = MemRefCounted> + Bounds,

§

fn new_gd() -> Gd<T>

Return a new, ref-counted Gd containing a default-constructed instance. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

source§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

impl<T> Inherits<T> for T
where T: GodotClass,