#include "animation_node_state_machine.h"
#include "scene/main/window.h"
StringName AnimationNodeStateMachine::START_NODE;
StringName AnimationNodeStateMachine::END_NODE;
void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) { … }
AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const { … }
void AnimationNodeStateMachineTransition::set_advance_mode(AdvanceMode p_mode) { … }
AnimationNodeStateMachineTransition::AdvanceMode AnimationNodeStateMachineTransition::get_advance_mode() const { … }
void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) { … }
StringName AnimationNodeStateMachineTransition::get_advance_condition() const { … }
StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const { … }
void AnimationNodeStateMachineTransition::set_advance_expression(const String &p_expression) { … }
String AnimationNodeStateMachineTransition::get_advance_expression() const { … }
void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) { … }
float AnimationNodeStateMachineTransition::get_xfade_time() const { … }
void AnimationNodeStateMachineTransition::set_xfade_curve(const Ref<Curve> &p_curve) { … }
Ref<Curve> AnimationNodeStateMachineTransition::get_xfade_curve() const { … }
void AnimationNodeStateMachineTransition::set_break_loop_at_end(bool p_enable) { … }
bool AnimationNodeStateMachineTransition::is_loop_broken_at_end() const { … }
void AnimationNodeStateMachineTransition::set_reset(bool p_reset) { … }
bool AnimationNodeStateMachineTransition::is_reset() const { … }
void AnimationNodeStateMachineTransition::set_priority(int p_priority) { … }
int AnimationNodeStateMachineTransition::get_priority() const { … }
void AnimationNodeStateMachineTransition::_bind_methods() { … }
AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() { … }
void AnimationNodeStateMachinePlayback::_set_current(AnimationNodeStateMachine *p_state_machine, const StringName &p_state) { … }
void AnimationNodeStateMachinePlayback::_set_grouped(bool p_is_grouped) { … }
void AnimationNodeStateMachinePlayback::travel(const StringName &p_state, bool p_reset_on_teleport) { … }
void AnimationNodeStateMachinePlayback::start(const StringName &p_state, bool p_reset) { … }
void AnimationNodeStateMachinePlayback::next() { … }
void AnimationNodeStateMachinePlayback::stop() { … }
void AnimationNodeStateMachinePlayback::_travel_main(const StringName &p_state, bool p_reset_on_teleport) { … }
void AnimationNodeStateMachinePlayback::_start_main(const StringName &p_state, bool p_reset) { … }
void AnimationNodeStateMachinePlayback::_next_main() { … }
void AnimationNodeStateMachinePlayback::_stop_main() { … }
bool AnimationNodeStateMachinePlayback::is_playing() const { … }
bool AnimationNodeStateMachinePlayback::is_end() const { … }
StringName AnimationNodeStateMachinePlayback::get_current_node() const { … }
StringName AnimationNodeStateMachinePlayback::get_fading_from_node() const { … }
Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const { … }
TypedArray<StringName> AnimationNodeStateMachinePlayback::_get_travel_path() const { … }
float AnimationNodeStateMachinePlayback::get_current_play_pos() const { … }
float AnimationNodeStateMachinePlayback::get_current_length() const { … }
float AnimationNodeStateMachinePlayback::get_fade_from_play_pos() const { … }
float AnimationNodeStateMachinePlayback::get_fade_from_length() const { … }
float AnimationNodeStateMachinePlayback::get_fading_time() const { … }
float AnimationNodeStateMachinePlayback::get_fading_pos() const { … }
void AnimationNodeStateMachinePlayback::_clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only) { … }
void AnimationNodeStateMachinePlayback::_start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only) { … }
bool AnimationNodeStateMachinePlayback::_travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only) { … }
void AnimationNodeStateMachinePlayback::_start(AnimationNodeStateMachine *p_state_machine) { … }
bool AnimationNodeStateMachinePlayback::_travel(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, bool p_test_only) { … }
String AnimationNodeStateMachinePlayback::_validate_path(AnimationNodeStateMachine *p_state_machine, const String &p_path) { … }
bool AnimationNodeStateMachinePlayback::_make_travel_path(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, Vector<StringName> &r_path, bool p_test_only) { … }
AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) { … }
AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) { … }
bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only) { … }
bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only) { … }
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachinePlayback::_check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref<AnimationNodeStateMachine> &r_state_machine, bool &r_bypass) const { … }
AnimationNodeStateMachinePlayback::NextInfo AnimationNodeStateMachinePlayback::_find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const { … }
bool AnimationNodeStateMachinePlayback::_check_advance_condition(const Ref<AnimationNodeStateMachine> state_machine, const Ref<AnimationNodeStateMachineTransition> transition) const { … }
void AnimationNodeStateMachinePlayback::clear_path() { … }
void AnimationNodeStateMachinePlayback::push_path(const StringName &p_state) { … }
void AnimationNodeStateMachinePlayback::_set_base_path(const String &p_base_path) { … }
Ref<AnimationNodeStateMachinePlayback> AnimationNodeStateMachinePlayback::_get_parent_playback(AnimationTree *p_tree) const { … }
Ref<AnimationNodeStateMachine> AnimationNodeStateMachinePlayback::_get_parent_state_machine(AnimationTree *p_tree) const { … }
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachinePlayback::_get_group_start_transition() const { … }
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachinePlayback::_get_group_end_transition() const { … }
void AnimationNodeStateMachinePlayback::_bind_methods() { … }
AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() { … }
void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *r_list) const { … }
Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const { … }
bool AnimationNodeStateMachine::is_parameter_read_only(const StringName &p_parameter) const { … }
void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) { … }
void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> p_node) { … }
void AnimationNodeStateMachine::set_state_machine_type(StateMachineType p_state_machine_type) { … }
AnimationNodeStateMachine::StateMachineType AnimationNodeStateMachine::get_state_machine_type() const { … }
void AnimationNodeStateMachine::set_allow_transition_to_self(bool p_enable) { … }
bool AnimationNodeStateMachine::is_allow_transition_to_self() const { … }
void AnimationNodeStateMachine::set_reset_ends(bool p_enable) { … }
bool AnimationNodeStateMachine::are_ends_reset() const { … }
bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const { … }
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const { … }
StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const { … }
void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) { … }
bool AnimationNodeStateMachine::has_node(const StringName &p_name) const { … }
void AnimationNodeStateMachine::remove_node(const StringName &p_name) { … }
void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) { … }
void AnimationNodeStateMachine::_rename_transitions(const StringName &p_name, const StringName &p_new_name) { … }
void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const { … }
bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const { … }
bool AnimationNodeStateMachine::has_transition_from(const StringName &p_from) const { … }
bool AnimationNodeStateMachine::has_transition_to(const StringName &p_to) const { … }
int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const { … }
Vector<int> AnimationNodeStateMachine::find_transition_from(const StringName &p_from) const { … }
Vector<int> AnimationNodeStateMachine::find_transition_to(const StringName &p_to) const { … }
bool AnimationNodeStateMachine::_can_connect(const StringName &p_name) { … }
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) { … }
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const { … }
StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const { … }
StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const { … }
bool AnimationNodeStateMachine::is_transition_across_group(int p_transition) const { … }
int AnimationNodeStateMachine::get_transition_count() const { … }
void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) { … }
void AnimationNodeStateMachine::remove_transition_by_index(const int p_transition) { … }
void AnimationNodeStateMachine::_remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition) { … }
void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) { … }
Vector2 AnimationNodeStateMachine::get_graph_offset() const { … }
AnimationNode::NodeTimeInfo AnimationNodeStateMachine::_process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) { … }
String AnimationNodeStateMachine::get_caption() const { … }
Ref<AnimationNode> AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) const { … }
bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) { … }
bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const { … }
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const { … }
void AnimationNodeStateMachine::_validate_property(PropertyInfo &p_property) const { … }
void AnimationNodeStateMachine::reset_state() { … }
void AnimationNodeStateMachine::set_node_position(const StringName &p_name, const Vector2 &p_position) { … }
Vector2 AnimationNodeStateMachine::get_node_position(const StringName &p_name) const { … }
void AnimationNodeStateMachine::_tree_changed() { … }
void AnimationNodeStateMachine::_animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) { … }
void AnimationNodeStateMachine::_animation_node_removed(const ObjectID &p_oid, const StringName &p_node) { … }
#ifdef TOOLS_ENABLED
void AnimationNodeStateMachine::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const { … }
#endif
void AnimationNodeStateMachine::_bind_methods() { … }
Vector<StringName> AnimationNodeStateMachine::get_nodes_with_transitions_from(const StringName &p_node) const { … }
Vector<StringName> AnimationNodeStateMachine::get_nodes_with_transitions_to(const StringName &p_node) const { … }
AnimationNodeStateMachine::AnimationNodeStateMachine() { … }