AnimationNodeStateMachine

    A state machine with multiple AnimationRootNodes, used by AnimationTree.

    AnimationNodeStateMachine.swift:20
    class AnimationNodeStateMachine

    Contains multiple AnimationRootNodes representing animation states, connected in a graph. State transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the AnimationTree node to control it programmatically.

    Example:

    Superclasses

    • class AnimationRootNode

      Base class for AnimationNodes that hold one or multiple composite animations. Usually used for treeRoot.

    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 example GString, 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