/** * **Deprecated.** A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose. * * It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph. * * See [AnimationTree] for a more full-featured replacement of this node. * */ declare class AnimationTreePlayer extends Node { /** * **Deprecated.** A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose. * * It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph. * * See [AnimationTree] for a more full-featured replacement of this node. * */ new(): AnimationTreePlayer; static "new"(): AnimationTreePlayer /** If [code]true[/code], the [AnimationTreePlayer] is able to play animations. */ active: boolean; /** * The node from which to relatively access other nodes. * * It accesses the bones, so it should point to the same node the [AnimationPlayer] would point its Root Node at. * */ base_path: NodePathType; /** * The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes. * * Once set, [Animation] nodes can be added to the [AnimationTreePlayer]. * */ master_player: NodePathType; /** The thread in which to update animations. */ playback_process_mode: int; /** Adds a [code]type[/code] node to the graph with name [code]id[/code]. */ add_node(type: int, id: string): void; /** Shifts position in the animation timeline. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled. */ advance(delta: float): void; /** Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code]. */ animation_node_get_animation(id: string): Animation; /** Returns the name of the [member master_player]'s [Animation] bound to this animation node. */ animation_node_get_master_animation(id: string): string; /** Returns the absolute playback timestamp of the animation node with name [code]id[/code]. */ animation_node_get_position(id: string): float; /** Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'s animation node with name [code]id[/code]. */ animation_node_set_animation(id: string, animation: Animation): void; /** If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. */ animation_node_set_filter_path(id: string, path: NodePathType, enable: boolean): void; /** Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches. */ animation_node_set_master_animation(id: string, source: string): void; /** Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot. */ are_nodes_connected(id: string, dst_id: string, dst_input_idx: int): boolean; /** Returns the blend amount of a Blend2 node given its name. */ blend2_node_get_amount(id: string): float; /** * Sets the blend amount of a Blend2 node given its name and value. * * A Blend2 node blends two animations (A and B) with the amount between 0 and 1. * * At 0, output is input A. Towards 1, the influence of A gets lessened, the influence of B gets raised. At 1, output is input B. * */ blend2_node_set_amount(id: string, blend: float): void; /** If [code]enable[/code] is [code]true[/code], the Blend2 node with name [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. */ blend2_node_set_filter_path(id: string, path: NodePathType, enable: boolean): void; /** Returns the blend amount of a Blend3 node given its name. */ blend3_node_get_amount(id: string): float; /** * Sets the blend amount of a Blend3 node given its name and value. * * A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 and 1. * * At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, the influence of A gets raised and the influence of B+ is 0. At 0, output is input A. From 0 to 1, the influence of A gets lessened, the influence of B+ gets raised and the influence of B+ is 0. At 1, output is input B+. * */ blend3_node_set_amount(id: string, blend: float): void; /** Returns the blend amount of a Blend4 node given its name. */ blend4_node_get_amount(id: string): Vector2; /** * Sets the blend amount of a Blend4 node given its name and value. * * A Blend4 Node blends two pairs of animations. * * The two pairs are blended like Blend2 and then added together. * */ blend4_node_set_amount(id: string, blend: Vector2): void; /** Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot. */ connect_nodes(id: string, dst_id: string, dst_input_idx: int): int; /** Disconnects nodes connected to [code]id[/code] at the specified input slot. */ disconnect_nodes(id: string, dst_input_idx: int): void; /** Returns a [PoolStringArray] containing the name of all nodes. */ get_node_list(): PoolStringArray; /** Returns the mix amount of a Mix node given its name. */ mix_node_get_amount(id: string): float; /** * Sets the mix amount of a Mix node given its name and value. * * A Mix node adds input b to input a by the amount given by ratio. * */ mix_node_set_amount(id: string, ratio: float): void; /** Check if a node exists (by name). */ node_exists(node: string): boolean; /** Returns the input count for a given node. Different types of nodes have different amount of inputs. */ node_get_input_count(id: string): int; /** Returns the input source for a given node input. */ node_get_input_source(id: string, idx: int): string; /** Returns position of a node in the graph given its name. */ node_get_position(id: string): Vector2; /** Gets the node type, will return from [enum NodeType] enum. */ node_get_type(id: string): int; /** Renames a node in the graph. */ node_rename(node: string, new_name: string): int; /** Sets the position of a node in the graph given its name and position. */ node_set_position(id: string, screen_position: Vector2): void; /** Returns the autostart delay of a OneShot node given its name. */ oneshot_node_get_autorestart_delay(id: string): float; /** Returns the autostart random delay of a OneShot node given its name. */ oneshot_node_get_autorestart_random_delay(id: string): float; /** Returns the fade in time of a OneShot node given its name. */ oneshot_node_get_fadein_time(id: string): float; /** Returns the fade out time of a OneShot node given its name. */ oneshot_node_get_fadeout_time(id: string): float; /** Returns whether a OneShot node will auto restart given its name. */ oneshot_node_has_autorestart(id: string): boolean; /** Returns whether a OneShot node is active given its name. */ oneshot_node_is_active(id: string): boolean; /** Sets the autorestart property of a OneShot node given its name and value. */ oneshot_node_set_autorestart(id: string, enable: boolean): void; /** Sets the autorestart delay of a OneShot node given its name and value in seconds. */ oneshot_node_set_autorestart_delay(id: string, delay_sec: float): void; /** Sets the autorestart random delay of a OneShot node given its name and value in seconds. */ oneshot_node_set_autorestart_random_delay(id: string, rand_sec: float): void; /** Sets the fade in time of a OneShot node given its name and value in seconds. */ oneshot_node_set_fadein_time(id: string, time_sec: float): void; /** Sets the fade out time of a OneShot node given its name and value in seconds. */ oneshot_node_set_fadeout_time(id: string, time_sec: float): void; /** If [code]enable[/code] is [code]true[/code], the OneShot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate. */ oneshot_node_set_filter_path(id: string, path: NodePathType, enable: boolean): void; /** Starts a OneShot node given its name. */ oneshot_node_start(id: string): void; /** Stops the OneShot node with name [code]id[/code]. */ oneshot_node_stop(id: string): void; /** Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state. */ recompute_caches(): void; /** Removes the animation node with name [code]id[/code]. */ remove_node(id: string): void; /** Resets this [AnimationTreePlayer]. */ reset(): void; /** Returns the time scale value of the TimeScale node with name [code]id[/code]. */ timescale_node_get_scale(id: string): float; /** * Sets the time scale of the TimeScale node with name `id` to `scale`. * * The TimeScale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1. * * If applied after a blend or mix, affects all input animations to that blend or mix. * */ timescale_node_set_scale(id: string, scale: float): void; /** * Sets the time seek value of the TimeSeek node with name `id` to `seconds`. * * This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it. * */ timeseek_node_seek(id: string, seconds: float): void; /** Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code]. */ transition_node_delete_input(id: string, input_idx: int): void; /** Returns the index of the currently evaluated input for the transition node with name [code]id[/code]. */ transition_node_get_current(id: string): int; /** Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by right-clicking on the transition node. */ transition_node_get_input_count(id: string): int; /** Returns the cross fade time for the transition node with name [code]id[/code]. */ transition_node_get_xfade_time(id: string): float; /** Returns [code]true[/code] if the input at [code]input_idx[/code] on the transition node with name [code]id[/code] is set to automatically advance to the next input upon completion. */ transition_node_has_input_auto_advance(id: string, input_idx: int): boolean; /** The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code]. */ transition_node_set_current(id: string, input_idx: int): void; /** The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes. */ transition_node_set_input_auto_advance(id: string, input_idx: int, enable: boolean): void; /** Resizes the number of inputs available for the transition node with name [code]id[/code]. */ transition_node_set_input_count(id: string, count: int): void; /** The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code]. */ transition_node_set_xfade_time(id: string, time_sec: float): void; connect>(signal: T, method: SignalFunction): number; /** * Output node. * */ static NODE_OUTPUT: any; /** * Animation node. * */ static NODE_ANIMATION: any; /** * OneShot node. * */ static NODE_ONESHOT: any; /** * Mix node. * */ static NODE_MIX: any; /** * Blend2 node. * */ static NODE_BLEND2: any; /** * Blend3 node. * */ static NODE_BLEND3: any; /** * Blend4 node. * */ static NODE_BLEND4: any; /** * TimeScale node. * */ static NODE_TIMESCALE: any; /** * TimeSeek node. * */ static NODE_TIMESEEK: any; /** * Transition node. * */ static NODE_TRANSITION: any; /** * Process animation during the physics process. This is especially useful when animating physics bodies. * */ static ANIMATION_PROCESS_PHYSICS: any; /** * Process animation during the idle process. * */ static ANIMATION_PROCESS_IDLE: any; }