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Currently including `zh_CN` and `es` which both have very high completion ratios. Others will be added once they reach a significant percentage too. These RST files will be used by godot-docs in place of its `classes` folder after we sync with https://github.com/godotengine/godot-docs/pull/5458. The update workflow is manual for now (example for `zh_CN`): - Build `godotengine/godot` in the branch we currently track (now `3.x`) - Run `godot --doctool -l zh_CN` - Run `cd doc && make rst LANGARG=zh_CN` - Copy `doc/_build/rst/*` to `classes/zh_CN/` here - Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
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182 lines
9.7 KiB
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the AnimationTree.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_AnimationTree:
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AnimationTree
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=============
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**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Un nodo para ser usado para transiciones de animación avanzadas en un :ref:`AnimationPlayer<class_AnimationPlayer>`.
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Descripción
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----------------------
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A node to be used for advanced animation transitions in an :ref:`AnimationPlayer<class_AnimationPlayer>`.
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\ **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.
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Tutoriales
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--------------------
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- :doc:`Using AnimationTree <../tutorials/animation/animation_tree>`
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- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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Propiedades
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----------------------
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`active<class_AnimationTree_property_active>` | ``false`` |
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`anim_player<class_AnimationTree_property_anim_player>` | ``NodePath("")`` |
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` | :ref:`process_mode<class_AnimationTree_property_process_mode>` | ``1`` |
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` | ``NodePath("")`` |
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`AnimationNode<class_AnimationNode>` | :ref:`tree_root<class_AnimationTree_property_tree_root>` | |
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+----------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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Métodos
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--------------
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+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`advance<class_AnimationTree_method_advance>` **(** :ref:`float<class_float>` delta **)** |
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+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Transform<class_Transform>` | :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` **(** **)** |const| |
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+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`rename_parameter<class_AnimationTree_method_rename_parameter>` **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)** |
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+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Enumeraciones
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--------------------------
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.. _enum_AnimationTree_AnimationProcessMode:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_PHYSICS:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_IDLE:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_MANUAL:
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enum **AnimationProcessMode**:
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- **ANIMATION_PROCESS_PHYSICS** = **0** --- Las animaciones progresarán durante el fotograma de la física (es decir, :ref:`Node._physics_process<class_Node_method__physics_process>`).
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- **ANIMATION_PROCESS_IDLE** = **1** --- Las animaciones progresarán durante el fotograma inactivo (es decir, :ref:`Node._process<class_Node_method__process>`).
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- **ANIMATION_PROCESS_MANUAL** = **2** --- Las animaciones sólo progresarán manualmente (ver :ref:`advance<class_AnimationTree_method_advance>`).
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_AnimationTree_property_active:
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- :ref:`bool<class_bool>` **active**
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+-----------+-------------------+
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| *Default* | ``false`` |
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+-----------+-------------------+
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| *Setter* | set_active(value) |
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+-----------+-------------------+
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| *Getter* | is_active() |
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+-----------+-------------------+
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Si ``true``, el ``AnimationTree`` se procesará.
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----
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.. _class_AnimationTree_property_anim_player:
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- :ref:`NodePath<class_NodePath>` **anim_player**
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+-----------+-----------------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+-----------------------------+
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| *Setter* | set_animation_player(value) |
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+-----------+-----------------------------+
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| *Getter* | get_animation_player() |
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+-----------+-----------------------------+
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La ruta al :ref:`AnimationPlayer<class_AnimationPlayer>` utilizada para la animacion.
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----
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.. _class_AnimationTree_property_process_mode:
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- :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` **process_mode**
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+-----------+-------------------------+
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| *Default* | ``1`` |
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+-----------+-------------------------+
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| *Setter* | set_process_mode(value) |
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+-----------+-------------------------+
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| *Getter* | get_process_mode() |
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+-----------+-------------------------+
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El modo de proceso de este ``AnimationTree``. Ver :ref:`AnimationProcessMode<enum_AnimationTree_AnimationProcessMode>` para los modos disponibles.
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----
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.. _class_AnimationTree_property_root_motion_track:
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- :ref:`NodePath<class_NodePath>` **root_motion_track**
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+-----------+------------------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+------------------------------+
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| *Setter* | set_root_motion_track(value) |
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+-----------+------------------------------+
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| *Getter* | get_root_motion_track() |
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+-----------+------------------------------+
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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"``.
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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>`.
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----
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.. _class_AnimationTree_property_tree_root:
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- :ref:`AnimationNode<class_AnimationNode>` **tree_root**
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+----------+----------------------+
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| *Setter* | set_tree_root(value) |
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+----------+----------------------+
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| *Getter* | get_tree_root() |
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+----------+----------------------+
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El nodo de animación raíz de este ``AnimationTree``. Ver :ref:`AnimationNode<class_AnimationNode>`.
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Descripciones de Métodos
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------------------------------------------------
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.. _class_AnimationTree_method_advance:
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- void **advance** **(** :ref:`float<class_float>` delta **)**
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Avanza manualmente las animaciones en el tiempo especificado (en segundos).
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----
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.. _class_AnimationTree_method_get_root_motion_transform:
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- :ref:`Transform<class_Transform>` **get_root_motion_transform** **(** **)** |const|
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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>`.
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----
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.. _class_AnimationTree_method_rename_parameter:
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- void **rename_parameter** **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)**
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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