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godot.gen.godot.AnimationNodeSync.kt Maven / Gradle / Ivy
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.VariantType.BOOL
import godot.core.VariantType.NIL
import godot.core.memory.TransferContext
import kotlin.Boolean
import kotlin.Int
import kotlin.Suppress
/**
* Base class for [godot.AnimationNode]s with more than two input ports that must be synchronized.
*
* Tutorials:
* [$DOCS_URL/tutorials/animation/animation_tree.html]($DOCS_URL/tutorials/animation/animation_tree.html)
*
* An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an [godot.AnimationTree].
*/
@GodotBaseType
public open class AnimationNodeSync : AnimationNode() {
/**
* If `false`, the blended animations' frame are stopped when the blend value is `0`.
*
* If `true`, forcing the blended animations to advance frame.
*/
public var sync: Boolean
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, ENGINEMETHOD_ENGINECLASS_ANIMATIONNODESYNC_IS_USING_SYNC,
BOOL)
return (TransferContext.readReturnValue(BOOL, false) as Boolean)
}
set(`value`) {
TransferContext.writeArguments(BOOL to value)
TransferContext.callMethod(rawPtr, ENGINEMETHOD_ENGINECLASS_ANIMATIONNODESYNC_SET_USE_SYNC,
NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_ANIMATIONNODESYNC, scriptIndex)
return true
}
public companion object
}
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