Struct gdnative_bindings_lily::AnimationNodeStateMachine [−][src]
pub struct AnimationNodeStateMachine { /* fields omitted */ }
Expand description
core class AnimationNodeStateMachine
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
AnimationNodeStateMachine 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
.
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 a new node to the graph. The position
is used for display in the editor.
Default Arguments
position
-Vector2( 0, 0 )
pub fn add_transition(
&self,
from: impl Into<GodotString>,
to: impl Into<GodotString>,
transition: impl AsArg<AnimationNodeStateMachineTransition>
)
pub fn add_transition(
&self,
from: impl Into<GodotString>,
to: impl Into<GodotString>,
transition: impl AsArg<AnimationNodeStateMachineTransition>
)
Adds a transition between the given nodes.
Returns the graph’s end node.
Returns the draw offset of the graph. Used for display in the editor.
Returns the animation node with the given name.
Returns the given animation node’s name.
Returns the given node’s coordinates. Used for display in the editor.
Returns the graph’s end node.
pub fn get_transition(
&self,
idx: i64
) -> Option<Ref<AnimationNodeStateMachineTransition, Shared>>
pub fn get_transition(
&self,
idx: i64
) -> Option<Ref<AnimationNodeStateMachineTransition, Shared>>
Returns the given transition.
Returns the number of connections in the graph.
Returns the given transition’s start node.
Returns the given transition’s end node.
Returns true
if the graph contains the given node.
pub fn has_transition(
&self,
from: impl Into<GodotString>,
to: impl Into<GodotString>
) -> bool
pub fn has_transition(
&self,
from: impl Into<GodotString>,
to: impl Into<GodotString>
) -> bool
Returns true
if there is a transition between the given nodes.
Deletes the given node from the graph.
Deletes the transition between the two specified nodes.
Deletes the given transition by index.
Renames the given node.
Replaces the node and keeps its transitions unchanged.
Sets the given node as the graph end point.
Sets the draw offset of the graph. Used for display in the editor.
Sets the node’s coordinates. Used for display in the editor.
Sets the given node as the graph start point.
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 AnimationNodeStateMachine
impl !Send for AnimationNodeStateMachine
impl !Sync for AnimationNodeStateMachine
impl Unpin for AnimationNodeStateMachine
impl UnwindSafe for AnimationNodeStateMachine