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AnimationNodeOneShot
Table of contents

AnimationNodeOneShot #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Plays an animation once in an AnimationNodeBlendTree.

A resource to add to an AnimationNodeBlendTree. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.

After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its request value to ONE_SHOT_REQUEST_NONE.

GDScript

# Play child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE

# Abort child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT

# Abort child animation with fading out connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT

# Get current state (read-only).
animation_tree.get("parameters/OneShot/active")
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/active"]

# Get current internal state (read-only).
animation_tree.get("parameters/OneShot/internal_active")
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/internal_active"]

C#

// Play child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);

// Abort child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);

// Abort child animation with fading out connected to "shot" port.
animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);

// Get current state (read-only).
animationTree.Get("parameters/OneShot/active");

// Get current internal state (read-only).
animationTree.Get("parameters/OneShot/internal_active");

Members #

var autorestart: bool = false#

If true, the sub-animation will restart automatically after finishing.

In other words, to start auto restarting, the animation must be played once with the ONE_SHOT_REQUEST_FIRE request. The ONE_SHOT_REQUEST_ABORT request stops the auto restarting, but it does not disable the autorestart itself. So, the ONE_SHOT_REQUEST_FIRE request will start auto restarting again.

var autorestart_delay: float = 1.0#

The delay after which the automatic restart is triggered, in seconds.

var autorestart_random_delay: float = 0.0#

If autorestart is true, a random additional delay (in seconds) between 0 and this value will be added to autorestart_delay.

var break_loop_at_end: bool = false#

If true, breaks the loop at the end of the loop cycle for transition, even if the animation is looping.

var fadein_curve: Curve#

Determines how cross-fading between animations is eased. If empty, the transition will be linear. Should be a unit Curve.

var fadein_time: float = 0.0#

The fade-in duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.

Note: AnimationNodeOneShot transitions the current state after the end of the fading. When AnimationNodeOutput is considered as the most upstream, so the fadein_time is scaled depending on the downstream delta. For example, if this value is set to 1.0 and a AnimationNodeTimeScale with a value of 2.0 is chained downstream, the actual processing time will be 0.5 second.

var fadeout_curve: Curve#

Determines how cross-fading between animations is eased. If empty, the transition will be linear. Should be a unit Curve.

var fadeout_time: float = 0.0#

The fade-out duration. For example, setting this to 1.0 for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.

Note: AnimationNodeOneShot transitions the current state after the end of the fading. When AnimationNodeOutput is considered as the most upstream, so the fadeout_time is scaled depending on the downstream delta. For example, if this value is set to 1.0 and an AnimationNodeTimeScale with a value of 2.0 is chained downstream, the actual processing time will be 0.5 second.

var mix_mode = MIX_MODE_BLEND#

The blend type.

Methods #

Annotations #

Constants #

const ONE_SHOT_REQUEST_NONE = 0 enum OneShotRequest#

The default state of the request. Nothing is done.

const ONE_SHOT_REQUEST_FIRE = 1 enum OneShotRequest#

The request to play the animation connected to "shot" port.

const ONE_SHOT_REQUEST_ABORT = 2 enum OneShotRequest#

The request to stop the animation connected to "shot" port.

const ONE_SHOT_REQUEST_FADE_OUT = 3 enum OneShotRequest#

The request to fade out the animation connected to "shot" port.

const MIX_MODE_BLEND = 0 enum MixMode#

Blends two animations. See also AnimationNodeBlend2.

const MIX_MODE_ADD = 1 enum MixMode#

Blends two animations additively. See also AnimationNodeAdd2.

Constructors #

Enums #

OneShotRequest#

enum OneShotRequest { ONE_SHOT_REQUEST_NONE = 0, ONE_SHOT_REQUEST_FIRE = 1, ONE_SHOT_REQUEST_ABORT = 2, ONE_SHOT_REQUEST_FADE_OUT = 3, }

MixMode#

enum MixMode { MIX_MODE_BLEND = 0, MIX_MODE_ADD = 1, }

Operators #

Signals #

Theme Items #

Tutorials #