[−][src]Struct gdnative_bindings::animation_node_blend_2::AnimationNodeBlend2
core class AnimationNodeBlend2
inherits AnimationNode
(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
AnimationNodeBlend2 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
impl AnimationNodeBlend2
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn is_using_sync(&self) -> bool
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If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
pub fn set_use_sync(&self, enable: bool)
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If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
Methods from Deref<Target = AnimationNode>
pub const FILTER_BLEND: i64
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pub const FILTER_IGNORE: i64
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pub const FILTER_PASS: i64
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pub const FILTER_STOP: i64
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pub fn add_input(&self, name: impl Into<GodotString>)
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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
)
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&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened.
pub fn blend_input(
&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], 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
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&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
pub fn get_input_count(&self) -> i64
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Amount of inputs in this node, only useful for nodes that go into [AnimationNodeBlendTree].
pub fn get_input_name(&self, input: i64) -> GodotString
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Gets the name of an input by index.
pub fn get_parameter(&self, name: impl Into<GodotString>) -> Variant
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Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
pub fn is_filter_enabled(&self) -> bool
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If [code]true[/code], filtering is enabled.
pub fn is_path_filtered(&self, path: impl Into<NodePath>) -> bool
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Returns [code]true[/code] whether a given path is filtered.
pub fn remove_input(&self, index: i64)
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Removes an input, call this only when inactive.
pub fn set_filter_enabled(&self, enable: bool)
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If [code]true[/code], filtering is enabled.
pub fn set_filter_path(&self, path: impl Into<NodePath>, enable: bool)
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Adds or removes a path for the filter.
pub fn set_parameter(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
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&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
Trait Implementations
impl Debug for AnimationNodeBlend2
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impl Deref for AnimationNodeBlend2
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type Target = AnimationNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationNode
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impl DerefMut for AnimationNodeBlend2
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fn deref_mut(&mut self) -> &mut AnimationNode
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impl GodotObject for AnimationNodeBlend2
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type RefKind = RefCounted
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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for AnimationNodeBlend2
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impl Sealed for AnimationNodeBlend2
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impl SubClass<AnimationNode> for AnimationNodeBlend2
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impl SubClass<Object> for AnimationNodeBlend2
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impl SubClass<Reference> for AnimationNodeBlend2
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impl SubClass<Resource> for AnimationNodeBlend2
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Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeBlend2
impl !Send for AnimationNodeBlend2
impl !Sync for AnimationNodeBlend2
impl Unpin for AnimationNodeBlend2
impl UnwindSafe for AnimationNodeBlend2
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,