Struct gdnative_bindings_lily::AnimationNodeAdd2 [−][src]
pub struct AnimationNodeAdd2 { /* fields omitted */ }
Expand description
core class AnimationNodeAdd2
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
AnimationNodeAdd2 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
.
If true
, sets the optimization
to false
when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
If true
, sets the optimization
to false
when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
Methods from Deref<Target = AnimationNode>
Adds an input to the node. This is only useful for nodes created for use in an AnimationNodeBlendTree.
pub fn blend_animation(
&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
pub fn blend_animation(
&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
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
pub fn blend_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
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
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
type Target = AnimationNode
type Target = AnimationNode
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 AnimationNodeAdd2
impl !Send for AnimationNodeAdd2
impl !Sync for AnimationNodeAdd2
impl Unpin for AnimationNodeAdd2
impl UnwindSafe for AnimationNodeAdd2