[−][src]Struct gdnative_bindings::AnimationNodeStateMachine
core class AnimationNodeStateMachine
inherits AnimationRootNode
(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
AnimationNodeStateMachine inherits methods from:
Methods
impl AnimationNodeStateMachine
[src]
pub fn new() -> Self
[src]
pub fn new_ref(&self) -> Self
[src]
Creates a new reference to the same reference-counted object.
pub fn _tree_changed(&mut self)
[src]
pub fn add_node(
&mut self,
name: GodotString,
node: Option<AnimationNode>,
position: Vector2
)
[src]
&mut self,
name: GodotString,
node: Option<AnimationNode>,
position: Vector2
)
pub fn add_transition(
&mut self,
from: GodotString,
to: GodotString,
transition: Option<AnimationNodeStateMachineTransition>
)
[src]
&mut self,
from: GodotString,
to: GodotString,
transition: Option<AnimationNodeStateMachineTransition>
)
pub fn get_end_node(&self) -> GodotString
[src]
pub fn get_graph_offset(&self) -> Vector2
[src]
pub fn get_node(&self, name: GodotString) -> Option<AnimationNode>
[src]
pub fn get_node_name(&self, node: Option<AnimationNode>) -> GodotString
[src]
pub fn get_node_position(&self, name: GodotString) -> Vector2
[src]
pub fn get_start_node(&self) -> GodotString
[src]
pub fn get_transition(
&self,
idx: i64
) -> Option<AnimationNodeStateMachineTransition>
[src]
&self,
idx: i64
) -> Option<AnimationNodeStateMachineTransition>
pub fn get_transition_count(&self) -> i64
[src]
pub fn get_transition_from(&self, idx: i64) -> GodotString
[src]
pub fn get_transition_to(&self, idx: i64) -> GodotString
[src]
pub fn has_node(&self, name: GodotString) -> bool
[src]
pub fn has_transition(&self, from: GodotString, to: GodotString) -> bool
[src]
pub fn remove_node(&mut self, name: GodotString)
[src]
pub fn remove_transition(&mut self, from: GodotString, to: GodotString)
[src]
pub fn remove_transition_by_index(&mut self, idx: i64)
[src]
pub fn rename_node(&mut self, name: GodotString, new_name: GodotString)
[src]
pub fn set_end_node(&mut self, name: GodotString)
[src]
pub fn set_graph_offset(&mut self, offset: Vector2)
[src]
pub fn set_node_position(&mut self, name: GodotString, position: Vector2)
[src]
pub fn set_start_node(&mut self, name: GodotString)
[src]
pub fn to_animation_root_node(&self) -> AnimationRootNode
[src]
Up-cast.
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: GodotObject>(&self) -> Option<T>
[src]
Generic dynamic cast.
Methods from Deref<Target = AnimationRootNode>
pub fn new_ref(&self) -> Self
[src]
Creates a new reference to the same reference-counted object.
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: GodotObject>(&self) -> Option<T>
[src]
Generic dynamic cast.
Trait Implementations
impl Clone for AnimationNodeStateMachine
[src]
fn clone(&self) -> Self
[src]
fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Debug for AnimationNodeStateMachine
[src]
impl Deref for AnimationNodeStateMachine
[src]
type Target = AnimationRootNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationRootNode
[src]
impl DerefMut for AnimationNodeStateMachine
[src]
fn deref_mut(&mut self) -> &mut AnimationRootNode
[src]
impl Drop for AnimationNodeStateMachine
[src]
impl FromVariant for AnimationNodeStateMachine
[src]
fn from_variant(variant: &Variant) -> Option<Self>
[src]
impl GodotObject for AnimationNodeStateMachine
[src]
fn class_name() -> &'static str
[src]
unsafe fn from_sys(obj: *mut godot_object) -> Self
[src]
unsafe fn to_sys(&self) -> *mut godot_object
[src]
impl Instanciable for AnimationNodeStateMachine
[src]
impl ToVariant for AnimationNodeStateMachine
[src]
fn to_variant(&self) -> Variant
[src]
Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeStateMachine
impl !Send for AnimationNodeStateMachine
impl !Sync for AnimationNodeStateMachine
impl Unpin for AnimationNodeStateMachine
impl UnwindSafe for AnimationNodeStateMachine
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
[src]
fn clone_into(&self, target: &mut T)
[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,