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godot-docs-l10n/classes/es/class_animationtree.rst
Rémi Verschelde cf78697eea Add localized class reference as pre-generated RST files
Currently including `zh_CN` and `es` which both have very high completion
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2021-12-21 16:07:55 +01:00

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the AnimationTree.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_AnimationTree:
AnimationTree
=============
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Un nodo para ser usado para transiciones de animación avanzadas en un :ref:`AnimationPlayer<class_AnimationPlayer>`.
Descripción
----------------------
A node to be used for advanced animation transitions in an :ref:`AnimationPlayer<class_AnimationPlayer>`.
\ **Note:** When linked with an :ref:`AnimationPlayer<class_AnimationPlayer>`, several properties and methods of the corresponding :ref:`AnimationPlayer<class_AnimationPlayer>` will not function as expected. Playback and transitions should be handled using only the ``AnimationTree`` and its constituent :ref:`AnimationNode<class_AnimationNode>`\ (s). The :ref:`AnimationPlayer<class_AnimationPlayer>` node should be used solely for adding, deleting, and editing animations.
Tutoriales
--------------------
- :doc:`Using AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
Propiedades
----------------------
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
| :ref:`bool<class_bool>` | :ref:`active<class_AnimationTree_property_active>` | ``false`` |
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`anim_player<class_AnimationTree_property_anim_player>` | ``NodePath("")`` |
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
| :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` | :ref:`process_mode<class_AnimationTree_property_process_mode>` | ``1`` |
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` | ``NodePath("")`` |
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
| :ref:`AnimationNode<class_AnimationNode>` | :ref:`tree_root<class_AnimationTree_property_tree_root>` | |
+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
Métodos
--------------
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`advance<class_AnimationTree_method_advance>` **(** :ref:`float<class_float>` delta **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` **(** **)** |const| |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`rename_parameter<class_AnimationTree_method_rename_parameter>` **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
Enumeraciones
--------------------------
.. _enum_AnimationTree_AnimationProcessMode:
.. _class_AnimationTree_constant_ANIMATION_PROCESS_PHYSICS:
.. _class_AnimationTree_constant_ANIMATION_PROCESS_IDLE:
.. _class_AnimationTree_constant_ANIMATION_PROCESS_MANUAL:
enum **AnimationProcessMode**:
- **ANIMATION_PROCESS_PHYSICS** = **0** --- Las animaciones progresarán durante el fotograma de la física (es decir, :ref:`Node._physics_process<class_Node_method__physics_process>`).
- **ANIMATION_PROCESS_IDLE** = **1** --- Las animaciones progresarán durante el fotograma inactivo (es decir, :ref:`Node._process<class_Node_method__process>`).
- **ANIMATION_PROCESS_MANUAL** = **2** --- Las animaciones sólo progresarán manualmente (ver :ref:`advance<class_AnimationTree_method_advance>`).
Descripciones de Propiedades
--------------------------------------------------------
.. _class_AnimationTree_property_active:
- :ref:`bool<class_bool>` **active**
+-----------+-------------------+
| *Default* | ``false`` |
+-----------+-------------------+
| *Setter* | set_active(value) |
+-----------+-------------------+
| *Getter* | is_active() |
+-----------+-------------------+
Si ``true``, el ``AnimationTree`` se procesará.
----
.. _class_AnimationTree_property_anim_player:
- :ref:`NodePath<class_NodePath>` **anim_player**
+-----------+-----------------------------+
| *Default* | ``NodePath("")`` |
+-----------+-----------------------------+
| *Setter* | set_animation_player(value) |
+-----------+-----------------------------+
| *Getter* | get_animation_player() |
+-----------+-----------------------------+
La ruta al :ref:`AnimationPlayer<class_AnimationPlayer>` utilizada para la animacion.
----
.. _class_AnimationTree_property_process_mode:
- :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` **process_mode**
+-----------+-------------------------+
| *Default* | ``1`` |
+-----------+-------------------------+
| *Setter* | set_process_mode(value) |
+-----------+-------------------------+
| *Getter* | get_process_mode() |
+-----------+-------------------------+
El modo de proceso de este ``AnimationTree``. Ver :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` para los modos disponibles.
----
.. _class_AnimationTree_property_root_motion_track:
- :ref:`NodePath<class_NodePath>` **root_motion_track**
+-----------+------------------------------+
| *Default* | ``NodePath("")`` |
+-----------+------------------------------+
| *Setter* | set_root_motion_track(value) |
+-----------+------------------------------+
| *Getter* | get_root_motion_track() |
+-----------+------------------------------+
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 :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, the transformation will be cancelled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` and :ref:`RootMotionView<class_RootMotionView>`.
----
.. _class_AnimationTree_property_tree_root:
- :ref:`AnimationNode<class_AnimationNode>` **tree_root**
+----------+----------------------+
| *Setter* | set_tree_root(value) |
+----------+----------------------+
| *Getter* | get_tree_root() |
+----------+----------------------+
El nodo de animación raíz de este ``AnimationTree``. Ver :ref:`AnimationNode<class_AnimationNode>`.
Descripciones de Métodos
------------------------------------------------
.. _class_AnimationTree_method_advance:
- void **advance** **(** :ref:`float<class_float>` delta **)**
Avanza manualmente las animaciones en el tiempo especificado (en segundos).
----
.. _class_AnimationTree_method_get_root_motion_transform:
- :ref:`Transform<class_Transform>` **get_root_motion_transform** **(** **)** |const|
Retrieve the motion of the :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` as a :ref:`Transform<class_Transform>` that can be used elsewhere. If :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` is not a path to a track of type :ref:`Animation.TYPE_TRANSFORM<class_Animation_constant_TYPE_TRANSFORM>`, returns an identity transformation. See also :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` and :ref:`RootMotionView<class_RootMotionView>`.
----
.. _class_AnimationTree_method_rename_parameter:
- void **rename_parameter** **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)**
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`