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state_machine

Runs the state_machine asset in machine over the player node's clips. auto transitions fire when their conditions come on; animation.travel moves to a…

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animation · 4 properties · Animation

Runs the state_machine asset in machine over the player node's clips. auto transitions fire when their conditions come on; animation.travel moves to a state.

In a scene, state_machine is the node key that applies it. A script reaches each property below as a field on node.state_machine: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.state_machine.get() and node.state_machine.set(table).

Properties

property type default description
check_node node — The node whose script answers the transitions' check methods; empty means this node
enabled bool true Whether the machine is running
machine asset · state_machine — The state machine to run
player node — The animation player it drives; empty means this node

Asset types this component references: state_machine.

Script functions

Methods of node.state_machine, the handle a node carrying this component exposes. Every handle also has get(), set(table), patch(table), has() and remove().

From animation:

method what it does
current_state() -> any The state the machine is in, or nil before it has entered one.
jump(string) Cut the state machine to the named state on the next step, with no fade.
set_condition(string, bool) Turn on or off a condition that auto transitions wait on.
travel(string) Head for the named state through the cheapest chain of transitions, each costing its priority and fading as it says; a state no transition reaches is cut to directly.