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