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

Procs

proc playbackProcessMode*(self: AnimationTreePlayer): int64 {.
gcsafe, locks: 0
.}
proc `playbackProcessMode =`*(self: AnimationTreePlayer; val: int64) {.
gcsafe, locks: 0
.}
proc addNode*(self: AnimationTreePlayer; typee: int64; id: string) {.
gcsafe, locks: 0
.}
proc nodeExists*(self: AnimationTreePlayer; node: string): bool {.
gcsafe, locks: 0
.}
proc nodeRename*(self: AnimationTreePlayer; node: string; newName: string): int64 {.
gcsafe, locks: 0
.}
proc nodeGetType*(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0
.}
proc nodeGetInputCount*(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0
.}
proc nodeGetInputSource*(self: AnimationTreePlayer; id: string; idx: int64): string {.
gcsafe, locks: 0
.}
proc animationNodeSetAnimation*(self: AnimationTreePlayer; id: string;
                               animation: Animation) {.
gcsafe, locks: 0
.}
proc animationNodeGetAnimation*(self: AnimationTreePlayer; id: string): Animation {.
gcsafe, locks: 0
.}
proc animationNodeSetMasterAnimation*(self: AnimationTreePlayer; id: string;
                                     source: string) {.
gcsafe, locks: 0
.}
proc animationNodeGetMasterAnimation*(self: AnimationTreePlayer; id: string): string {.
gcsafe, locks: 0
.}
proc animationNodeSetFilterPath*(self: AnimationTreePlayer; id: string;
                                path: NodePath; enable: bool) {.
gcsafe, locks: 0
.}
proc oneshotNodeSetFadeinTime*(self: AnimationTreePlayer; id: string;
                              timeSec: float64) {.
gcsafe, locks: 0
.}
proc oneshotNodeGetFadeinTime*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc oneshotNodeSetFadeoutTime*(self: AnimationTreePlayer; id: string;
                               timeSec: float64) {.
gcsafe, locks: 0
.}
proc oneshotNodeGetFadeoutTime*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc oneshotNodeSetAutorestart*(self: AnimationTreePlayer; id: string; enable: bool) {.
gcsafe, locks: 0
.}
proc oneshotNodeSetAutorestartDelay*(self: AnimationTreePlayer; id: string;
                                    delaySec: float64) {.
gcsafe, locks: 0
.}
proc oneshotNodeSetAutorestartRandomDelay*(self: AnimationTreePlayer; id: string;
    randSec: float64) {.
gcsafe, locks: 0
.}
proc oneshotNodeHasAutorestart*(self: AnimationTreePlayer; id: string): bool {.
gcsafe, locks: 0
.}
proc oneshotNodeGetAutorestartDelay*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc oneshotNodeGetAutorestartRandomDelay*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc oneshotNodeStart*(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0
.}
proc oneshotNodeStop*(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0
.}
proc oneshotNodeIsActive*(self: AnimationTreePlayer; id: string): bool {.
gcsafe, locks: 0
.}
proc oneshotNodeSetFilterPath*(self: AnimationTreePlayer; id: string; path: NodePath;
                              enable: bool) {.
gcsafe, locks: 0
.}
proc mixNodeSetAmount*(self: AnimationTreePlayer; id: string; ratio: float64) {.
gcsafe, locks: 0
.}
proc mixNodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc blend2NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: float64) {.
gcsafe, locks: 0
.}
proc blend2NodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc blend2NodeSetFilterPath*(self: AnimationTreePlayer; id: string; path: NodePath;
                             enable: bool) {.
gcsafe, locks: 0
.}
proc blend3NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: float64) {.
gcsafe, locks: 0
.}
proc blend3NodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc blend4NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: Vector2) {.
gcsafe, locks: 0
.}
proc blend4NodeGetAmount*(self: AnimationTreePlayer; id: string): Vector2 {.
gcsafe, locks: 0
.}
proc timescaleNodeSetScale*(self: AnimationTreePlayer; id: string; scale: float64) {.
gcsafe, locks: 0
.}
proc timescaleNodeGetScale*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc timeseekNodeSeek*(self: AnimationTreePlayer; id: string; posSec: float64) {.
gcsafe, locks: 0
.}
proc transitionNodeSetInputCount*(self: AnimationTreePlayer; id: string; count: int64) {.
gcsafe, locks: 0
.}
proc transitionNodeGetInputCount*(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0
.}
proc transitionNodeDeleteInput*(self: AnimationTreePlayer; id: string;
                               inputIdx: int64) {.
gcsafe, locks: 0
.}
proc transitionNodeSetInputAutoAdvance*(self: AnimationTreePlayer; id: string;
                                       inputIdx: int64; enable: bool) {.
gcsafe, locks: 0
.}
proc transitionNodeHasInputAutoAdvance*(self: AnimationTreePlayer; id: string;
                                       inputIdx: int64): bool {.
gcsafe, locks: 0
.}
proc transitionNodeSetXfadeTime*(self: AnimationTreePlayer; id: string;
                                timeSec: float64) {.
gcsafe, locks: 0
.}
proc transitionNodeGetXfadeTime*(self: AnimationTreePlayer; id: string): float64 {.
gcsafe, locks: 0
.}
proc transitionNodeSetCurrent*(self: AnimationTreePlayer; id: string; inputIdx: int64) {.
gcsafe, locks: 0
.}
proc transitionNodeGetCurrent*(self: AnimationTreePlayer; id: string): int64 {.
gcsafe, locks: 0
.}
proc nodeSetPos*(self: AnimationTreePlayer; id: string; screenPos: Vector2) {.
gcsafe, locks: 0
.}
proc nodeGetPos*(self: AnimationTreePlayer; id: string): Vector2 {.
gcsafe, locks: 0
.}
proc removeNode*(self: AnimationTreePlayer; id: string) {.
gcsafe, locks: 0
.}
proc connectNodes*(self: AnimationTreePlayer; id: string; dstId: string;
                  dstInputIdx: int64): int64 {.
gcsafe, locks: 0
.}
proc areNodesConnected*(self: AnimationTreePlayer; id: string; dstId: string;
                       dstInputIdx: int64): bool {.
gcsafe, locks: 0
.}
proc disconnectNodes*(self: AnimationTreePlayer; id: string; dstInputIdx: int64) {.
gcsafe, locks: 0
.}
proc setActive*(self: AnimationTreePlayer; enabled: bool) {.
gcsafe, locks: 0
.}
proc isActive*(self: AnimationTreePlayer): bool {.
gcsafe, locks: 0
.}
proc setBasePath*(self: AnimationTreePlayer; path: NodePath) {.
gcsafe, locks: 0
.}
proc getBasePath*(self: AnimationTreePlayer): NodePath {.
gcsafe, locks: 0
.}
proc setMasterPlayer*(self: AnimationTreePlayer; nodepath: NodePath) {.
gcsafe, locks: 0
.}
proc getMasterPlayer*(self: AnimationTreePlayer): NodePath {.
gcsafe, locks: 0
.}
proc getNodeList*(self: AnimationTreePlayer): PoolStringArray {.
gcsafe, locks: 0
.}
proc advance*(self: AnimationTreePlayer; delta: float64) {.
gcsafe, locks: 0
.}
proc reset*(self: AnimationTreePlayer) {.
gcsafe, locks: 0
.}
proc recomputeCaches*(self: AnimationTreePlayer) {.
gcsafe, locks: 0
.}