Struct gdnative::AnimationTreePlayer
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pub struct AnimationTreePlayer { /* fields omitted */ }
Methods
impl AnimationTreePlayer
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pub fn add_node(&self, _type: i64, id: GodotString)
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pub fn node_exists(&self, node: GodotString) -> bool
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pub fn node_rename(
&self,
node: GodotString,
new_name: GodotString
) -> GodotResult
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&self,
node: GodotString,
new_name: GodotString
) -> GodotResult
pub fn node_get_input_count(&self, id: GodotString) -> i64
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pub fn node_get_input_source(&self, id: GodotString, idx: i64) -> GodotString
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pub fn animation_node_set_animation(
&self,
id: GodotString,
animation: Option<GodotRef<Animation>>
)
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&self,
id: GodotString,
animation: Option<GodotRef<Animation>>
)
pub fn animation_node_get_animation(
&self,
id: GodotString
) -> Option<GodotRef<Animation>>
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&self,
id: GodotString
) -> Option<GodotRef<Animation>>
pub fn animation_node_set_master_animation(
&self,
id: GodotString,
source: GodotString
)
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&self,
id: GodotString,
source: GodotString
)
pub fn animation_node_get_master_animation(
&self,
id: GodotString
) -> GodotString
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&self,
id: GodotString
) -> GodotString
pub fn animation_node_set_filter_path(
&self,
id: GodotString,
path: NodePath,
enable: bool
)
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&self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn oneshot_node_set_fadein_time(&self, id: GodotString, time_sec: f64)
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pub fn oneshot_node_get_fadein_time(&self, id: GodotString) -> f64
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pub fn oneshot_node_set_fadeout_time(&self, id: GodotString, time_sec: f64)
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pub fn oneshot_node_get_fadeout_time(&self, id: GodotString) -> f64
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pub fn oneshot_node_set_autorestart(&self, id: GodotString, enable: bool)
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pub fn oneshot_node_set_autorestart_delay(
&self,
id: GodotString,
delay_sec: f64
)
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&self,
id: GodotString,
delay_sec: f64
)
pub fn oneshot_node_set_autorestart_random_delay(
&self,
id: GodotString,
rand_sec: f64
)
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&self,
id: GodotString,
rand_sec: f64
)
pub fn oneshot_node_has_autorestart(&self, id: GodotString) -> bool
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pub fn oneshot_node_get_autorestart_delay(&self, id: GodotString) -> f64
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pub fn oneshot_node_get_autorestart_random_delay(&self, id: GodotString) -> f64
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pub fn oneshot_node_start(&self, id: GodotString)
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pub fn oneshot_node_stop(&self, id: GodotString)
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pub fn oneshot_node_is_active(&self, id: GodotString) -> bool
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pub fn oneshot_node_set_filter_path(
&self,
id: GodotString,
path: NodePath,
enable: bool
)
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&self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn mix_node_set_amount(&self, id: GodotString, ratio: f64)
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pub fn mix_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend2_node_set_amount(&self, id: GodotString, blend: f64)
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pub fn blend2_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend2_node_set_filter_path(
&self,
id: GodotString,
path: NodePath,
enable: bool
)
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&self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn blend3_node_set_amount(&self, id: GodotString, blend: f64)
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pub fn blend3_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend4_node_set_amount(&self, id: GodotString, blend: Vector2)
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pub fn blend4_node_get_amount(&self, id: GodotString) -> Vector2
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pub fn timescale_node_set_scale(&self, id: GodotString, scale: f64)
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pub fn timescale_node_get_scale(&self, id: GodotString) -> f64
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pub fn timeseek_node_seek(&self, id: GodotString, seconds: f64)
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pub fn transition_node_set_input_count(&self, id: GodotString, count: i64)
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pub fn transition_node_get_input_count(&self, id: GodotString) -> i64
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pub fn transition_node_delete_input(&self, id: GodotString, input_idx: i64)
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pub fn transition_node_set_input_auto_advance(
&self,
id: GodotString,
input_idx: i64,
enable: bool
)
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&self,
id: GodotString,
input_idx: i64,
enable: bool
)
pub fn transition_node_has_input_auto_advance(
&self,
id: GodotString,
input_idx: i64
) -> bool
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&self,
id: GodotString,
input_idx: i64
) -> bool
pub fn transition_node_set_xfade_time(&self, id: GodotString, time_sec: f64)
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pub fn transition_node_get_xfade_time(&self, id: GodotString) -> f64
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pub fn transition_node_set_current(&self, id: GodotString, input_idx: i64)
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pub fn transition_node_get_current(&self, id: GodotString) -> i64
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pub fn node_set_position(&self, id: GodotString, screen_position: Vector2)
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pub fn node_get_position(&self, id: GodotString) -> Vector2
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pub fn remove_node(&self, id: GodotString)
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pub fn connect_nodes(
&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> GodotResult
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&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> GodotResult
pub fn are_nodes_connected(
&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> bool
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&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> bool
pub fn disconnect_nodes(&self, id: GodotString, dst_input_idx: i64)
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pub fn set_active(&self, enabled: bool)
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pub fn is_active(&self) -> bool
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pub fn set_base_path(&self, path: NodePath)
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pub fn get_base_path(&self) -> NodePath
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pub fn set_master_player(&self, nodepath: NodePath)
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pub fn get_master_player(&self) -> NodePath
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pub fn get_node_list(&self) -> StringArray
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pub fn set_animation_process_mode(&self, mode: i64)
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pub fn advance(&self, delta: f64)
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pub fn reset(&self)
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pub fn recompute_caches(&self)
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Methods from Deref<Target = Node>
pub fn _process(&self, delta: f64)
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pub fn _physics_process(&self, delta: f64)
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pub fn _enter_tree(&self)
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pub fn _exit_tree(&self)
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pub fn _ready(&self)
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pub fn _input(&self, event: Option<GodotRef<InputEvent>>)
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pub fn _unhandled_input(&self, event: Option<GodotRef<InputEvent>>)
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pub fn _unhandled_key_input(&self, event: Option<GodotRef<InputEventKey>>)
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pub fn add_child_below_node(
&self,
node: Option<GodotRef<Object>>,
child_node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
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&self,
node: Option<GodotRef<Object>>,
child_node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
pub fn set_name(&self, name: GodotString)
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pub fn get_name(&self) -> GodotString
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pub fn add_child(
&self,
node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
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&self,
node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
pub fn remove_child(&self, node: Option<GodotRef<Object>>)
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pub fn get_child_count(&self) -> i64
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pub fn get_children(&self) -> VariantArray
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pub fn get_child(&self, idx: i64) -> Option<GodotRef<Node>>
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pub fn has_node(&self, path: NodePath) -> bool
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pub fn get_node(&self, path: NodePath) -> Option<GodotRef<Node>>
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pub fn get_parent(&self) -> Option<GodotRef<Node>>
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pub fn find_node(
&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<GodotRef<Node>>
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&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<GodotRef<Node>>
pub fn has_node_and_resource(&self, path: NodePath) -> bool
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pub fn get_node_and_resource(&self, path: NodePath) -> VariantArray
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pub fn is_inside_tree(&self) -> bool
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pub fn is_a_parent_of(&self, node: Option<GodotRef<Object>>) -> bool
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pub fn is_greater_than(&self, node: Option<GodotRef<Object>>) -> bool
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pub fn get_path(&self) -> NodePath
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pub fn get_path_to(&self, node: Option<GodotRef<Object>>) -> NodePath
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pub fn add_to_group(&self, group: GodotString, persistent: bool)
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pub fn remove_from_group(&self, group: GodotString)
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pub fn is_in_group(&self, group: GodotString) -> bool
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pub fn move_child(&self, child_node: Option<GodotRef<Object>>, to_position: i64)
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pub fn get_groups(&self) -> VariantArray
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pub fn raise(&self)
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pub fn set_owner(&self, owner: Option<GodotRef<Object>>)
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pub fn get_owner(&self) -> Option<GodotRef<Node>>
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pub fn remove_and_skip(&self)
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pub fn get_index(&self) -> i64
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pub fn print_tree(&self)
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pub fn set_filename(&self, filename: GodotString)
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pub fn get_filename(&self) -> GodotString
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pub fn propagate_notification(&self, what: i64)
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pub fn propagate_call(
&self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
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&self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
pub fn set_physics_process(&self, enable: bool)
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pub fn get_physics_process_delta_time(&self) -> f64
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pub fn is_physics_processing(&self) -> bool
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pub fn get_process_delta_time(&self) -> f64
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pub fn set_process(&self, enable: bool)
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pub fn is_processing(&self) -> bool
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pub fn set_process_input(&self, enable: bool)
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pub fn is_processing_input(&self) -> bool
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pub fn set_process_unhandled_input(&self, enable: bool)
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pub fn is_processing_unhandled_input(&self) -> bool
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pub fn set_process_unhandled_key_input(&self, enable: bool)
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pub fn is_processing_unhandled_key_input(&self) -> bool
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pub fn set_pause_mode(&self, mode: i64)
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pub fn can_process(&self) -> bool
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pub fn print_stray_nodes(&self)
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pub fn get_position_in_parent(&self) -> i64
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pub fn set_display_folded(&self, fold: bool)
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pub fn is_displayed_folded(&self) -> bool
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pub fn set_process_internal(&self, enable: bool)
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pub fn is_processing_internal(&self) -> bool
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pub fn set_physics_process_internal(&self, enable: bool)
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pub fn is_physics_processing_internal(&self) -> bool
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pub fn get_tree(&self) -> Option<GodotRef<SceneTree>>
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pub fn duplicate(&self, flags: i64) -> Option<GodotRef<Node>>
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pub fn replace_by(&self, node: Option<GodotRef<Object>>, keep_data: bool)
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pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
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pub fn get_scene_instance_load_placeholder(&self) -> bool
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pub fn get_viewport(&self) -> Option<GodotRef<Viewport>>
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pub fn queue_free(&self)
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pub fn request_ready(&self)
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pub fn set_network_master(&self, id: i64, recursive: bool)
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pub fn get_network_master(&self) -> i64
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pub fn is_network_master(&self) -> bool
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pub fn rpc_config(&self, method: GodotString, mode: i64)
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pub fn rset_config(&self, property: GodotString, mode: i64)
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pub fn _set_import_path(&self, import_path: NodePath)
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pub fn _get_import_path(&self) -> NodePath
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pub fn rpc(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn rpc_unreliable(
&self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_id(
&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rset(&self, property: GodotString, value: Variant)
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pub fn rset_id(&self, peer_id: i64, property: GodotString, value: Variant)
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pub fn rset_unreliable(&self, property: GodotString, value: Variant)
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pub fn rset_unreliable_id(
&self,
peer_id: i64,
property: GodotString,
value: Variant
)
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&self,
peer_id: i64,
property: GodotString,
value: Variant
)
Trait Implementations
impl GodotClass for AnimationTreePlayer
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type ClassData = AnimationTreePlayer
type Reference = AnimationTreePlayer
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference