AnimationNodeSync
Base class for AnimationNode
s with more than two input ports that must be synchronized.
class AnimationNodeSync
An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an AnimationTree
.
Superclasses
class AnimationNode
Base class for
AnimationTree
nodes. Not related to scene nodes.
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.
Type members
Instance members
var sync: Bool
If
false
, the blended animations’ frame are stopped when the blend value is0
.
Subclasses
class AnimationNodeAdd2
Blends two animations additively inside of an
AnimationNodeBlendTree
.class AnimationNodeAdd3
Blends two of three animations additively inside of an
AnimationNodeBlendTree
.class AnimationNodeBlend2
Blends two animations linearly inside of an
AnimationNodeBlendTree
.class AnimationNodeBlend3
Blends two of three animations linearly inside of an
AnimationNodeBlendTree
.class AnimationNodeOneShot
Plays an animation once in an
AnimationNodeBlendTree
.class AnimationNodeSub2
Blends two animations subtractively inside of an
AnimationNodeBlendTree
.class AnimationNodeTransition
A transition within an
AnimationTree
connecting twoAnimationNode
s.