#ifndef GODOT_CPP_ANIMATIONNODESTATEMACHINETRANSITION_HPP #define GODOT_CPP_ANIMATIONNODESTATEMACHINETRANSITION_HPP #include #include #include #include #include "AnimationNodeStateMachineTransition.hpp" #include "Resource.hpp" namespace godot { class AnimationNodeStateMachineTransition : public Resource { struct ___method_bindings { godot_method_bind *mb_get_advance_condition; godot_method_bind *mb_get_priority; godot_method_bind *mb_get_switch_mode; godot_method_bind *mb_get_xfade_time; godot_method_bind *mb_has_auto_advance; godot_method_bind *mb_is_disabled; godot_method_bind *mb_set_advance_condition; godot_method_bind *mb_set_auto_advance; godot_method_bind *mb_set_disabled; godot_method_bind *mb_set_priority; godot_method_bind *mb_set_switch_mode; godot_method_bind *mb_set_xfade_time; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationNodeStateMachineTransition"; } 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 enum SwitchMode { SWITCH_MODE_IMMEDIATE = 0, SWITCH_MODE_SYNC = 1, SWITCH_MODE_AT_END = 2, }; // constants static AnimationNodeStateMachineTransition *_new(); // methods String get_advance_condition() const; int64_t get_priority() const; AnimationNodeStateMachineTransition::SwitchMode get_switch_mode() const; real_t get_xfade_time() const; bool has_auto_advance() const; bool is_disabled() const; void set_advance_condition(const String name); void set_auto_advance(const bool auto_advance); void set_disabled(const bool disabled); void set_priority(const int64_t priority); void set_switch_mode(const int64_t mode); void set_xfade_time(const real_t secs); }; } #endif