[][src]Struct gdnative::AnimationNodeOneShot

pub struct AnimationNodeOneShot { /* fields omitted */ }

core class AnimationNodeOneShot 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

AnimationNodeOneShot inherits methods from:

Methods

impl AnimationNodeOneShot[src]

Constants

impl AnimationNodeOneShot[src]

pub fn new() -> AnimationNodeOneShot[src]

pub fn new_ref(&self) -> AnimationNodeOneShot[src]

Creates a new reference to the same reference-counted object.

pub fn get_autorestart_delay(&self) -> f64[src]

pub fn get_autorestart_random_delay(&self) -> f64[src]

pub fn get_fadein_time(&self) -> f64[src]

pub fn get_fadeout_time(&self) -> f64[src]

pub fn get_mix_mode(&self) -> AnimationNodeOneShotMixMode[src]

pub fn has_autorestart(&self) -> bool[src]

pub fn is_using_sync(&self) -> bool[src]

pub fn set_autorestart(&mut self, enable: bool)[src]

pub fn set_autorestart_delay(&mut self, enable: f64)[src]

pub fn set_autorestart_random_delay(&mut self, enable: f64)[src]

pub fn set_fadein_time(&mut self, time: f64)[src]

pub fn set_fadeout_time(&mut self, time: f64)[src]

pub fn set_mix_mode(&mut self, mode: i64)[src]

pub fn set_use_sync(&mut self, enable: bool)[src]

pub fn to_animation_node(&self) -> AnimationNode[src]

Up-cast.

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = AnimationNode>

pub fn new_ref(&self) -> AnimationNode[src]

Creates a new reference to the same reference-counted object.

pub fn _get_filters(&self) -> VariantArray[src]

pub fn _set_filters(&mut self, filters: VariantArray)[src]

pub fn add_input(&mut self, name: GodotString)[src]

pub fn blend_animation(
    &mut self,
    animation: GodotString,
    time: f64,
    delta: f64,
    seeked: bool,
    blend: f64
)
[src]

pub fn blend_input(
    &mut self,
    input_index: i64,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

pub fn blend_node(
    &mut self,
    name: GodotString,
    node: Option<AnimationNode>,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

pub fn get_caption(&mut self) -> GodotString[src]

pub fn get_child_by_name(&mut self, name: GodotString) -> Option<Object>[src]

pub fn get_child_nodes(&mut self) -> Dictionary[src]

pub fn get_input_count(&self) -> i64[src]

pub fn get_input_name(&mut self, input: i64) -> GodotString[src]

pub fn get_parameter(&self, name: GodotString) -> Variant[src]

pub fn get_parameter_default_value(&mut self, name: GodotString) -> Variant[src]

pub fn get_parameter_list(&mut self) -> VariantArray[src]

pub fn has_filter(&mut self) -> GodotString[src]

pub fn is_filter_enabled(&self) -> bool[src]

pub fn is_path_filtered(&self, path: NodePath) -> bool[src]

pub fn process(&mut self, time: f64, seek: bool)[src]

pub fn remove_input(&mut self, index: i64)[src]

pub fn set_filter_enabled(&mut self, enable: bool)[src]

pub fn set_filter_path(&mut self, path: NodePath, enable: bool)[src]

pub fn set_parameter(&mut self, name: GodotString, value: Variant)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for AnimationNodeOneShot[src]

impl Debug for AnimationNodeOneShot[src]

impl Deref for AnimationNodeOneShot[src]

type Target = AnimationNode

The resulting type after dereferencing.

impl DerefMut for AnimationNodeOneShot[src]

impl Drop for AnimationNodeOneShot[src]

impl FromVariant for AnimationNodeOneShot[src]

impl GodotObject for AnimationNodeOneShot[src]

impl Instanciable for AnimationNodeOneShot[src]

impl ToVariant for AnimationNodeOneShot[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.