Struct gdnative_bindings_lily::AnimationNodeTransition[][src]

pub struct AnimationNodeTransition { /* fields omitted */ }
Expand description

core class AnimationNodeTransition inherits AnimationNode (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

AnimationNodeTransition 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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Cross-fading time (in seconds) between each animation connected to the inputs.

The number of available input ports for this node.

Cross-fading time (in seconds) between each animation connected to the inputs.

The number of available input ports for this node.

Methods from Deref<Target = AnimationNode>

Adds an input to the node. This is only useful for nodes created for use in an AnimationNodeBlendTree.

Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seek happened.

Blend an input. This is only useful for nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).

Default Arguments

  • filter - 0
  • optimize - true

Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from AnimationRootNode instead, else editors will not display your node for addition.

Default Arguments

  • filter - 0
  • optimize - true

Amount of inputs in this node, only useful for nodes that go into AnimationNodeBlendTree.

Gets the name of an input by index.

Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.

If true, filtering is enabled.

Returns true whether a given path is filtered.

Removes an input, call this only when inactive.

If true, filtering is enabled.

Adds or removes a path for the filter.

Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.