/** * Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with `$AnimationTree.get("parameters/playback")`. * * **Example:** * * @example * * var state_machine = $AnimationTree.get("parameters/playback") * state_machine.travel("some_state") * @summary * * */ declare class AnimationNodeStateMachinePlayback extends Resource { /** * Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with `$AnimationTree.get("parameters/playback")`. * * **Example:** * * @example * * var state_machine = $AnimationTree.get("parameters/playback") * state_machine.travel("some_state") * @summary * * */ new(): AnimationNodeStateMachinePlayback; static "new"(): AnimationNodeStateMachinePlayback /** No documentation provided. */ get_current_length(): float; /** Returns the currently playing animation state. */ get_current_node(): string; /** Returns the playback position within the current animation state. */ get_current_play_position(): float; /** Returns the current travel path as computed internally by the A* algorithm. */ get_travel_path(): PoolStringArray; /** Returns [code]true[/code] if an animation is playing. */ is_playing(): boolean; /** Starts playing the given animation. */ start(node: string): void; /** Stops the currently playing animation. */ stop(): void; /** Transitions from the current state to another one, following the shortest path. */ travel(to_node: string): void; connect>(signal: T, method: SignalFunction): number; }