#ifndef GODOT_CPP_ANIMATIONNODETRANSITION_HPP #define GODOT_CPP_ANIMATIONNODETRANSITION_HPP #include #include #include #include #include "AnimationNode.hpp" namespace godot { class AnimationNodeTransition : public AnimationNode { struct ___method_bindings { godot_method_bind *mb_get_cross_fade_time; godot_method_bind *mb_get_enabled_inputs; godot_method_bind *mb_get_input_caption; godot_method_bind *mb_is_input_set_as_auto_advance; godot_method_bind *mb_set_cross_fade_time; godot_method_bind *mb_set_enabled_inputs; godot_method_bind *mb_set_input_as_auto_advance; godot_method_bind *mb_set_input_caption; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationNodeTransition"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums // constants static AnimationNodeTransition *_new(); // methods real_t get_cross_fade_time() const; int64_t get_enabled_inputs(); String get_input_caption(const int64_t input) const; bool is_input_set_as_auto_advance(const int64_t input) const; void set_cross_fade_time(const real_t time); void set_enabled_inputs(const int64_t amount); void set_input_as_auto_advance(const int64_t input, const bool enable); void set_input_caption(const int64_t input, const String caption); }; } #endif