/** * A node to be used for advanced animation transitions in an [AnimationPlayer]. * * **Note:** When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. * */ declare class AnimationTree extends Node { /** * A node to be used for advanced animation transitions in an [AnimationPlayer]. * * **Note:** When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. * */ new(): AnimationTree; static "new"(): AnimationTree /** If [code]true[/code], the [AnimationTree] will be processing. */ active: boolean; /** The path to the [AnimationPlayer] used for animating. */ anim_player: NodePathType; /** The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. */ process_mode: int; /** * The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by `":"`. For example, `"character/skeleton:ankle"` or `"character/mesh:transform/local"`. * * If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView]. * */ root_motion_track: NodePathType; /** The root animation node of this [AnimationTree]. See [AnimationNode]. */ tree_root: AnimationNode; /** Manually advance the animations by the specified time (in seconds). */ advance(delta: float): void; /** Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. See also [member root_motion_track] and [RootMotionView]. */ get_root_motion_transform(): Transform; /** No documentation provided. */ rename_parameter(old_name: string, new_name: string): void; connect>(signal: T, method: SignalFunction): number; /** * The animations will progress during the physics frame (i.e. [method Node._physics_process]). * */ static ANIMATION_PROCESS_PHYSICS: any; /** * The animations will progress during the idle frame (i.e. [method Node._process]). * */ static ANIMATION_PROCESS_IDLE: any; /** * The animations will only progress manually (see [method advance]). * */ static ANIMATION_PROCESS_MANUAL: any; }