AnimationNodeOneShot
Plays an animation once in an AnimationNodeBlendTree
.
class AnimationNodeOneShot
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 .none.
Superclasses
class AnimationNodeSync
Base class for
AnimationNode
s with more than two input ports that must be synchronized.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Types
Type members
Instance members
var autorestart: Bool
If
true
, the sub-animation will restart automatically after finishing.var autorestartDelay: Double
The delay after which the automatic restart is triggered, in seconds.
var autorestartRandomDelay: Double
If
autorestart
istrue
, a random additional delay (in seconds) between 0 and this value will be added toautorestartDelay
.var fadeinCurve: Curve?
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
var fadeinTime: Double
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.var fadeoutCurve: Curve?
Determines how cross-fading between animations is eased. If empty, the transition will be linear.
var fadeoutTime: Double
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.var mixMode: AnimationNodeOneShot.MixMode
The blend type.