[][src]Struct gdnative::api::AnimationNodeBlendTree

pub struct AnimationNodeBlendTree { /* fields omitted */ }

core class AnimationNodeBlendTree 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

AnimationNodeBlendTree 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 AnimationNodeBlendTree[src]

Constants

impl AnimationNodeBlendTree[src]

pub fn new() -> Ref<AnimationNodeBlendTree, Unique>[src]

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: Vector2D<f32, UnknownUnit>
)
[src]

Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/code] is used to identify the created sub-node later.

Default Arguments

  • position - Vector2( 0, 0 )

pub fn connect_node(
    &self,
    input_node: impl Into<GodotString>,
    input_index: i64,
    output_node: impl Into<GodotString>
)
[src]

Connects the output of an [AnimationNode] as input for another [AnimationNode], at the input port specified by [code]input_index[/code].

pub fn disconnect_node(
    &self,
    input_node: impl Into<GodotString>,
    input_index: i64
)
[src]

Disconnects the node connected to the specified input.

pub fn graph_offset(&self) -> Vector2D<f32, UnknownUnit>[src]

The global offset of all sub-nodes.

pub fn get_node(
    &self,
    name: impl Into<GodotString>
) -> Option<Ref<AnimationNode, Shared>>
[src]

Returns the sub-node with the specified [code]name[/code].

pub fn get_node_position(
    &self,
    name: impl Into<GodotString>
) -> Vector2D<f32, UnknownUnit>
[src]

Returns the position of the sub-node with the specified [code]name[/code].

pub fn has_node(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if a sub-node with specified [code]name[/code] exists.

pub fn remove_node(&self, name: impl Into<GodotString>)[src]

Removes a sub-node.

pub fn rename_node(
    &self,
    name: impl Into<GodotString>,
    new_name: impl Into<GodotString>
)
[src]

Changes the name of a sub-node.

pub fn set_graph_offset(&self, offset: Vector2D<f32, UnknownUnit>)[src]

The global offset of all sub-nodes.

pub fn set_node_position(
    &self,
    name: impl Into<GodotString>,
    position: Vector2D<f32, UnknownUnit>
)
[src]

Modifies the position of a sub-node.

Methods from Deref<Target = AnimationRootNode>

Trait Implementations

impl Debug for AnimationNodeBlendTree[src]

impl Deref for AnimationNodeBlendTree[src]

type Target = AnimationRootNode

The resulting type after dereferencing.

impl DerefMut for AnimationNodeBlendTree[src]

impl GodotObject for AnimationNodeBlendTree[src]

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

impl Instanciable for AnimationNodeBlendTree[src]

impl SubClass<AnimationNode> for AnimationNodeBlendTree[src]

impl SubClass<AnimationRootNode> for AnimationNodeBlendTree[src]

impl SubClass<Object> for AnimationNodeBlendTree[src]

impl SubClass<Reference> for AnimationNodeBlendTree[src]

impl SubClass<Resource> for AnimationNodeBlendTree[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> From<T> for T[src]

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

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

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.