Rework AnimationNode process for retrieving the semantic time info

This commit is contained in:
Silc Lizard (Tokage) Renew 2024-01-08 06:08:10 +09:00
parent fe01776f05
commit 6dd410854c
18 changed files with 704 additions and 319 deletions

View file

@ -15,9 +15,27 @@
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;&quot;">
Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
</member>
<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="Animation.LoopMode">
If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value.
</member>
<member name="play_mode" type="int" setter="set_play_mode" getter="get_play_mode" enum="AnimationNodeAnimation.PlayMode" default="0">
Determines the playback direction of the animation.
</member>
<member name="start_offset" type="float" setter="set_start_offset" getter="get_start_offset">
If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
This is useful for adjusting which foot steps first in 3D walking animations.
</member>
<member name="stretch_time_scale" type="bool" setter="set_stretch_time_scale" getter="is_stretching_time_scale">
If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle.
This is useful for matching the periods of walking and running animations.
If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length].
</member>
<member name="timeline_length" type="float" setter="set_timeline_length" getter="get_timeline_length">
If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
</member>
<member name="use_custom_timeline" type="bool" setter="set_use_custom_timeline" getter="is_using_custom_timeline" default="false">
If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted.
</member>
</members>
<constants>
<constant name="PLAY_MODE_FORWARD" value="0" enum="PlayMode">