[][src]Struct gdnative::AnimationNodeStateMachinePlayback

pub struct AnimationNodeStateMachinePlayback { /* fields omitted */ }

core class AnimationNodeStateMachinePlayback inherits Resource (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

AnimationNodeStateMachinePlayback inherits methods from:

Methods

impl AnimationNodeStateMachinePlayback[src]

pub fn new() -> AnimationNodeStateMachinePlayback[src]

pub fn new_ref(&self) -> AnimationNodeStateMachinePlayback[src]

Creates a new reference to the same reference-counted object.

pub fn get_current_node(&self) -> GodotString[src]

pub fn get_travel_path(&self) -> StringArray[src]

pub fn is_playing(&self) -> bool[src]

pub fn start(&mut self, node: GodotString)[src]

pub fn stop(&mut self)[src]

pub fn travel(&mut self, to_node: GodotString)[src]

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>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Resource>

pub fn new_ref(&self) -> Resource[src]

Creates a new reference to the same reference-counted object.

pub fn _setup_local_to_scene(&mut self)[src]

pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]

pub fn get_local_scene(&self) -> Option<Node>[src]

pub fn get_name(&self) -> GodotString[src]

pub fn get_path(&self) -> GodotString[src]

pub fn get_rid(&self) -> Rid[src]

pub fn is_local_to_scene(&self) -> bool[src]

pub fn set_local_to_scene(&mut self, enable: bool)[src]

pub fn set_name(&mut self, name: GodotString)[src]

pub fn set_path(&mut self, path: GodotString)[src]

pub fn setup_local_to_scene(&mut self)[src]

pub fn take_over_path(&mut self, path: GodotString)[src]

pub fn init_ref(&mut self) -> bool[src]

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for AnimationNodeStateMachinePlayback[src]

impl Debug for AnimationNodeStateMachinePlayback[src]

impl Deref for AnimationNodeStateMachinePlayback[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for AnimationNodeStateMachinePlayback[src]

impl Drop for AnimationNodeStateMachinePlayback[src]

impl FromVariant for AnimationNodeStateMachinePlayback[src]

impl GodotObject for AnimationNodeStateMachinePlayback[src]

impl Instanciable for AnimationNodeStateMachinePlayback[src]

impl ToVariant for AnimationNodeStateMachinePlayback[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Export for T where
    T: GodotObject + ToVariant
[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.