Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
Table of contents
-
var advance_expression_base_node: NodePath = NodePath(".") -
var anim_player: NodePath = NodePath("") -
var callback_mode_discrete = ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS -
var deterministic: bool = true -
var tree_root: AnimationRootNode -
const func get_process_callback() -> intAnimationTree.AnimationProcessCallback -
func set_process_callback(mode: int enumAnimationTree.AnimationProcessCallback) -> void -
const ANIMATION_PROCESS_PHYSICS = 0 enum AnimationProcessCallbackDeprecated -
const ANIMATION_PROCESS_IDLE = 1 enum AnimationProcessCallbackDeprecated -
const ANIMATION_PROCESS_MANUAL = 2 enum AnimationProcessCallbackDeprecated -
enum AnimationProcessCallback -
signal animation_player_changed()
AnimationTree #
is_instantiable, Node, core, not_builtin_classes
A node used for advanced animation transitions in an AnimationPlayer.
A node used for advanced animation transitions in an AnimationPlayer.
Note: When linked with an AnimationPlayer, several properties and methods of the corresponding AnimationPlayer will not function as expected. Playback and transitions should be handled using only the AnimationTree and its constituent [AnimationNode](s). The AnimationPlayer node should be used solely for adding, deleting, and editing animations.
Members #
var advance_expression_base_node: NodePath = NodePath(".")#
The path to the Node used to evaluate the AnimationNode Expression if one is not explicitly specified internally.
var anim_player: NodePath = NodePath("")#
The path to the AnimationPlayer used for animating.
var callback_mode_discrete = ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS#
var deterministic: bool = true#
var tree_root: AnimationRootNode#
The root animation node of this AnimationTree. See AnimationRootNode.
Methods #
const func get_process_callback() -> intAnimationTree.AnimationProcessCallback#
Returns the process notification in which to update animations.
func set_process_callback(mode: int enumAnimationTree.AnimationProcessCallback) -> void#
Sets the process notification in which to update animations.
Annotations #
Constants #
const ANIMATION_PROCESS_PHYSICS = 0 enum AnimationProcessCallbackDeprecated#
const ANIMATION_PROCESS_IDLE = 1 enum AnimationProcessCallbackDeprecated#
const ANIMATION_PROCESS_MANUAL = 2 enum AnimationProcessCallbackDeprecated#
Constructors #
Enums #
AnimationProcessCallback#
enum AnimationProcessCallback {
ANIMATION_PROCESS_PHYSICS = 0,
ANIMATION_PROCESS_IDLE = 1,
ANIMATION_PROCESS_MANUAL = 2,
} Operators #
Signals #
signal animation_player_changed()#
Emitted when the anim_player is changed.