class

Godot::AnimationNodeStateMachine

Inherits Godot::AnimationRootNode < Godot::AnimationNode < Godot::Resource < Godot::RefCounted < Godot::Object < Reference < Object

Constructors

new(pointer : Pointer(Void) = Pointer(Void).null)
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Instance methods

add_node(name : String, node : AnimationNode, position : Vector2) : Void
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add_transition(from : String, to : String, transition : AnimationNodeStateMachineTransition) : Void
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allow_transition_to_self

Property allow_transition_to_self getter

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allow_transition_to_self=(val)

Property allow_transition_to_self setter

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allow_transition_to_self?
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are_ends_reset
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get_graph_offset
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get_node(name : String) : AnimationNode
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get_node_list
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get_node_name(node : AnimationNode) : String
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get_node_position(name : String) : Vector2
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get_state_machine_type
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get_transition(idx : Int64) : AnimationNodeStateMachineTransition
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get_transition_count
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get_transition_from(idx : Int64) : String
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get_transition_to(idx : Int64) : String
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has_node(name : String) : Bool
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has_transition(from : String, to : String) : Bool
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is_allow_transition_to_self
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remove_node(name : String) : Void
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remove_transition(from : String, to : String) : Void
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remove_transition_by_index(idx : Int64) : Void
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rename_node(name : String, new_name : String) : Void
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replace_node(name : String, node : AnimationNode) : Void
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reset_ends

Property reset_ends getter

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reset_ends=(val)

Property reset_ends setter

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reset_ends?
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set_allow_transition_to_self(enable : Bool) : Void
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set_graph_offset(offset : Vector2) : Void
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set_node_position(name : String, position : Vector2) : Void
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set_reset_ends(enable : Bool) : Void
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set_state_machine_type(state_machine_type : Int64) : Void
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state_machine_type

Property state_machine_type getter

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state_machine_type=(val : Int)

Property state_machine_type setter

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Nested types