/** */ declare class AnimationNodeStateMachineTransition extends Resource { /** */ new(): AnimationNodeStateMachineTransition; static "new"(): AnimationNodeStateMachineTransition /** * Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to `"idle"`: * * @example * * $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0) * @summary * * */ advance_condition: string; /** Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END]. */ auto_advance: boolean; /** Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. */ disabled: boolean; /** Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance]. */ priority: int; /** The transition type. */ switch_mode: int; /** The time to cross-fade between this state and the next. */ xfade_time: float; connect>(signal: T, method: SignalFunction): number; /** * Switch to the next state immediately. The current state will end and blend into the beginning of the new one. * */ static SWITCH_MODE_IMMEDIATE: any; /** * Switch to the next state immediately, but will seek the new state to the playback position of the old state. * */ static SWITCH_MODE_SYNC: any; /** * Wait for the current state playback to end, then switch to the beginning of the next state animation. * */ static SWITCH_MODE_AT_END: any; /** * Emitted when [member advance_condition] is changed. * */ $advance_condition_changed: Signal<() => void> }