[−][src]Struct gdnative_bindings::AnimationNodeAdd3
core class AnimationNodeAdd3
inherits AnimationNode
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
AnimationNodeAdd3 inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl AnimationNodeAdd3
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn is_using_sync(&self) -> bool
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pub fn set_use_sync(&self, enable: bool)
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Methods from Deref<Target = AnimationNode>
pub const FILTER_BLEND: i64
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pub const FILTER_IGNORE: i64
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pub const FILTER_PASS: i64
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pub const FILTER_STOP: i64
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pub fn add_input(&self, name: impl Into<GodotString>)
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pub fn blend_animation(
&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
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&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
pub fn blend_input(
&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn blend_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn get_input_count(&self) -> i64
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pub fn get_input_name(&self, input: i64) -> GodotString
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pub fn get_parameter(&self, name: impl Into<GodotString>) -> Variant
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pub fn is_filter_enabled(&self) -> bool
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pub fn is_path_filtered(&self, path: impl Into<NodePath>) -> bool
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pub fn remove_input(&self, index: i64)
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pub fn set_filter_enabled(&self, enable: bool)
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pub fn set_filter_path(&self, path: impl Into<NodePath>, enable: bool)
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pub fn set_parameter(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
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&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
Trait Implementations
impl Debug for AnimationNodeAdd3
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impl Deref for AnimationNodeAdd3
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type Target = AnimationNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationNode
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impl DerefMut for AnimationNodeAdd3
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fn deref_mut(&mut self) -> &mut AnimationNode
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impl GodotObject for AnimationNodeAdd3
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the Ref
smart pointer. See its type-level documentation for more information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for AnimationNodeAdd3
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impl Sealed for AnimationNodeAdd3
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impl SubClass<AnimationNode> for AnimationNodeAdd3
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impl SubClass<Object> for AnimationNodeAdd3
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impl SubClass<Reference> for AnimationNodeAdd3
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impl SubClass<Resource> for AnimationNodeAdd3
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Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeAdd3
impl !Send for AnimationNodeAdd3
impl !Sync for AnimationNodeAdd3
impl Unpin for AnimationNodeAdd3
impl UnwindSafe for AnimationNodeAdd3
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,