Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

AnimationNodeStateMachinePlayback

Inherits: Resource < RefCounted < Object

Provides playback control for an AnimationNodeStateMachine.

Description

Allows control of AnimationTree state machines created with AnimationNodeStateMachine. Retrieve with $AnimationTree.get("parameters/playback").

var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")

Tutorials

Properties

bool

resource_local_to_scene

true (overrides Resource)

Methods

float

get_current_length() const

StringName

get_current_node() const

float

get_current_play_position() const

StringName

get_fading_from_node() const

Array[StringName]

get_travel_path() const

bool

is_playing() const

void

next()

void

start(node: StringName, reset: bool = true)

void

stop()

void

travel(to_node: StringName, reset_on_teleport: bool = true)


Method Descriptions

float get_current_length() const 🔗

Returns the current state length.

Note: It is possible that any AnimationRootNode can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.


StringName get_current_node() const 🔗

Returns the currently playing animation state.

Note: When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.


float get_current_play_position() const 🔗

Returns the playback position within the current animation state.


StringName get_fading_from_node() const 🔗

Returns the starting state of currently fading animation.


Array[StringName] get_travel_path() const 🔗

Returns the current travel path as computed internally by the A* algorithm.


bool is_playing() const 🔗

Returns true if an animation is playing.


void next() 🔗

If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.


void start(node: StringName, reset: bool = true) 🔗

Starts playing the given animation.

If reset is true, the animation is played from the beginning.


void stop() 🔗

Stops the currently playing animation.


void travel(to_node: StringName, reset_on_teleport: bool = true) 🔗

Transitions from the current state to another one, following the shortest path.

If the path does not connect from the current state, the animation will play after the state teleports.

If reset_on_teleport is true, the animation is played from the beginning when the travel cause a teleportation.