Struct gdnative_bindings_lily::animation_node_blend_tree::AnimationNodeBlendTree [−][src]
pub struct AnimationNodeBlendTree { /* fields omitted */ }
Expand description
core class AnimationNodeBlendTree
inherits AnimationRootNode
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
AnimationNodeBlendTree 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
Constants
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
position: Vector2
)
pub fn add_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
position: Vector2
)
Adds an AnimationNode at the given position
. The name
is used to identify the created sub-node later.
Default Arguments
position
-Vector2( 0, 0 )
pub fn connect_node(
&self,
input_node: impl Into<GodotString>,
input_index: i64,
output_node: impl Into<GodotString>
)
pub fn connect_node(
&self,
input_node: impl Into<GodotString>,
input_index: i64,
output_node: impl Into<GodotString>
)
Connects the output of an AnimationNode as input for another AnimationNode, at the input port specified by input_index
.
Disconnects the node connected to the specified input.
The global offset of all sub-nodes.
Returns the sub-node with the specified name
.
Returns the position of the sub-node with the specified name
.
Returns true
if a sub-node with specified name
exists.
Removes a sub-node.
Changes the name of a sub-node.
The global offset of all sub-nodes.
Modifies the position of a sub-node.
Methods from Deref<Target = AnimationRootNode>
Trait Implementations
type Target = AnimationRootNode
type Target = AnimationRootNode
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeBlendTree
impl !Send for AnimationNodeBlendTree
impl !Sync for AnimationNodeBlendTree
impl Unpin for AnimationNodeBlendTree
impl UnwindSafe for AnimationNodeBlendTree