Module animation_tree_player

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Consts

NODE_OUTPUT = 0'i64
NODE_ANIMATION = 1'i64
NODE_ONESHOT = 2'i64
NODE_MIX = 3'i64
NODE_BLEND2 = 4'i64
NODE_BLEND3 = 5'i64
NODE_BLEND4 = 6'i64
NODE_TIMESCALE = 7'i64
NODE_TIMESEEK = 8'i64
NODE_TRANSITION = 9'i64
ANIMATION_PROCESS_PHYSICS = 0'i64
ANIMATION_PROCESS_IDLE = 1'i64

Procs

proc playbackProcessMode(self: AnimationTreePlayer): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc playbackProcessMode=(self: AnimationTreePlayer; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc masterPlayer(self: AnimationTreePlayer): NodePath {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc masterPlayer=(self: AnimationTreePlayer; val: NodePath) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc basePath(self: AnimationTreePlayer): NodePath {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc basePath=(self: AnimationTreePlayer; val: NodePath) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc active(self: AnimationTreePlayer): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc active=(self: AnimationTreePlayer; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addNode(self: AnimationTreePlayer; typee: int64; id: string) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeExists(self: AnimationTreePlayer; node: string): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeRename(self: AnimationTreePlayer; node: string; newName: string): Error {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeGetType(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeGetInputCount(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeGetInputSource(self: AnimationTreePlayer; id: string; idx: int64): string {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc animationNodeSetAnimation(self: AnimationTreePlayer; id: string;
                              animation: Animation) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc animationNodeGetAnimation(self: AnimationTreePlayer; id: string): Animation {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc animationNodeSetMasterAnimation(self: AnimationTreePlayer; id: string;
                                    source: string) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc animationNodeGetMasterAnimation(self: AnimationTreePlayer; id: string): string {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc animationNodeGetPosition(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc animationNodeSetFilterPath(self: AnimationTreePlayer; id: string;
                               path: NodePath; enable: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetFadeinTime(self: AnimationTreePlayer; id: string; timeSec: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeGetFadeinTime(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetFadeoutTime(self: AnimationTreePlayer; id: string;
                              timeSec: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeGetFadeoutTime(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetAutorestart(self: AnimationTreePlayer; id: string; enable: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetAutorestartDelay(self: AnimationTreePlayer; id: string;
                                   delaySec: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetAutorestartRandomDelay(self: AnimationTreePlayer; id: string;
    randSec: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeHasAutorestart(self: AnimationTreePlayer; id: string): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeGetAutorestartDelay(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeGetAutorestartRandomDelay(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeStart(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeStop(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeIsActive(self: AnimationTreePlayer; id: string): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc oneshotNodeSetFilterPath(self: AnimationTreePlayer; id: string; path: NodePath;
                             enable: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mixNodeSetAmount(self: AnimationTreePlayer; id: string; ratio: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mixNodeGetAmount(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend2NodeSetAmount(self: AnimationTreePlayer; id: string; blend: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend2NodeGetAmount(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend2NodeSetFilterPath(self: AnimationTreePlayer; id: string; path: NodePath;
                            enable: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend3NodeSetAmount(self: AnimationTreePlayer; id: string; blend: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend3NodeGetAmount(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend4NodeSetAmount(self: AnimationTreePlayer; id: string; blend: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc blend4NodeGetAmount(self: AnimationTreePlayer; id: string): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc timescaleNodeSetScale(self: AnimationTreePlayer; id: string; scale: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc timescaleNodeGetScale(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc timeseekNodeSeek(self: AnimationTreePlayer; id: string; seconds: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeSetInputCount(self: AnimationTreePlayer; id: string; count: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeGetInputCount(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeDeleteInput(self: AnimationTreePlayer; id: string; inputIdx: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeSetInputAutoAdvance(self: AnimationTreePlayer; id: string;
                                      inputIdx: int64; enable: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeHasInputAutoAdvance(self: AnimationTreePlayer; id: string;
                                      inputIdx: int64): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeSetXfadeTime(self: AnimationTreePlayer; id: string;
                               timeSec: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeGetXfadeTime(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeSetCurrent(self: AnimationTreePlayer; id: string; inputIdx: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transitionNodeGetCurrent(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeSetPosition(self: AnimationTreePlayer; id: string; screenPosition: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc nodeGetPosition(self: AnimationTreePlayer; id: string): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc removeNode(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc connectNodes(self: AnimationTreePlayer; id: string; dstId: string;
                 dstInputIdx: int64): Error {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc areNodesConnected(self: AnimationTreePlayer; id: string; dstId: string;
                      dstInputIdx: int64): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc disconnectNodes(self: AnimationTreePlayer; id: string; dstInputIdx: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getNodeList(self: AnimationTreePlayer): PoolStringArray {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc advance(self: AnimationTreePlayer; delta: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc reset(self: AnimationTreePlayer) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc recomputeCaches(self: AnimationTreePlayer) {.
gcsafe, locks: 0, raises: [], tags: []
.}