class

Godot::AnimationNodeStateMachineTransition

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

Constructors

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

advance_condition

Property advance_condition getter

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advance_condition=(val)

Property advance_condition setter

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advance_expression

Property advance_expression getter

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advance_expression=(val)

Property advance_expression setter

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advance_mode

Property advance_mode getter

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advance_mode=(val : Int)

Property advance_mode setter

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break_loop_at_end

Property break_loop_at_end getter

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break_loop_at_end=(val)

Property break_loop_at_end setter

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break_loop_at_end?
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get_advance_condition
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get_advance_expression
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get_advance_mode
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get_priority
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get_switch_mode
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get_xfade_curve
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get_xfade_time
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is_loop_broken_at_end
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is_reset
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priority

Property priority getter

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priority=(val : Int)

Property priority setter

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reset

Property reset getter

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reset=(val)

Property reset setter

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reset?
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set_advance_condition(name : String) : Void
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set_advance_expression(text : String) : Void
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set_advance_mode(mode : Int64) : Void
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set_break_loop_at_end(enable : Bool) : Void
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set_priority(priority : Int64) : Void
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set_reset(reset : Bool) : Void
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set_switch_mode(mode : Int64) : Void
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set_xfade_curve(curve : Curve) : Void
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set_xfade_time(secs : Float64) : Void
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switch_mode

Property switch_mode getter

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switch_mode=(val : Int)

Property switch_mode setter

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xfade_curve

Property xfade_curve getter

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xfade_curve=(val)

Property xfade_curve setter

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xfade_time

Property xfade_time getter

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xfade_time=(val : Number)

Property xfade_time setter

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Nested types