AnimationPlayer
Container and player of Animation resources.
Description
An animation player is used for general-purpose playback of Animation resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
AnimationPlayer
is more suited than Tween for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an AnimationPlayer
node thanks to the animation tools provided by the editor. That particular example can also be implemented with a Tween node, but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
Tutorials
Properties
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Methods
add_animation ( String name, Animation animation ) | |
void | |
animation_get_next ( String anim_from ) const | |
void | animation_set_next ( String anim_from, String anim_to ) |
void | clear_caches ( ) |
void | clear_queue ( ) |
find_animation ( Animation animation ) const | |
get_animation ( String name ) const | |
get_animation_list ( ) const | |
get_blend_time ( String anim_from, String anim_to ) const | |
get_playing_speed ( ) const | |
get_queue ( ) | |
has_animation ( String name ) const | |
is_playing ( ) const | |
void | play ( String name=””, float custom_blend=-1, float custom_speed=1.0, bool from_end=false ) |
void | play_backwards ( String name=””, float custom_blend=-1 ) |
void | |
void | remove_animation ( String name ) |
void | rename_animation ( String name, String newname ) |
void | |
void | set_blend_time ( String anim_from, String anim_to, float sec ) |
void |
Signals
Emitted when a queued animation plays after the previous animation was finished. See queue.
Note: The signal is not emitted when the animation is changed via play or from AnimationTree.
- animation_finished ( String anim_name )
Notifies when an animation finished playing.
- animation_started ( String anim_name )
Notifies when an animation starts playing.
- caches_cleared ( )
Notifies when the caches have been cleared, either automatically, or manually via clear_caches.
Enumerations
enum AnimationProcessMode:
ANIMATION_PROCESS_PHYSICS = 0 —- Process animation during the physics process. This is especially useful when animating physics bodies.
ANIMATION_PROCESS_IDLE = 1 —- Process animation during the idle process.
ANIMATION_PROCESS_MANUAL = 2 —- Do not process animation. Use advance to process the animation manually.
enum AnimationMethodCallMode:
ANIMATION_METHOD_CALL_DEFERRED = 0 —- Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.
ANIMATION_METHOD_CALL_IMMEDIATE = 1 —- Make method calls immediately when reached in the animation.
Property Descriptions
- String assigned_animation
Setter | set_assigned_animation(value) |
Getter | get_assigned_animation() |
If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also current_animation.
- String autoplay
Default |
|
Setter | set_autoplay(value) |
Getter | get_autoplay() |
The name of the animation to play when the scene loads.
- String current_animation
Default |
|
Setter | set_current_animation(value) |
Getter | get_current_animation() |
The name of the currently playing animation. If no animation is playing, the property’s value is an empty string. Changing this value does not restart the animation. See play for more information on playing animations.
Note: While this property appears in the inspector, it’s not meant to be edited, and it’s not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.
- float current_animation_length
Getter | get_current_animation_length() |
The length (in seconds) of the currently being played animation.
- float current_animation_position
Getter | get_current_animation_position() |
The position (in seconds) of the currently playing animation.
- AnimationMethodCallMode method_call_mode
Default |
|
Setter | set_method_call_mode(value) |
Getter | get_method_call_mode() |
The call mode to use for Call Method tracks.
- bool playback_active
Setter | set_active(value) |
Getter | is_active() |
If true
, updates animations in response to process-related notifications.
- float playback_default_blend_time
Default |
|
Setter | set_default_blend_time(value) |
Getter | get_default_blend_time() |
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
- AnimationProcessMode playback_process_mode
Default |
|
Setter | set_animation_process_mode(value) |
Getter | get_animation_process_mode() |
The process notification in which to update animations.
- float playback_speed
Default |
|
Setter | set_speed_scale(value) |
Getter | get_speed_scale() |
The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it’s 0.5, then it plays at half speed. If it’s 2, then it plays at double speed.
- bool reset_on_save
Default |
|
Setter | set_reset_on_save_enabled(value) |
Getter | is_reset_on_save_enabled() |
This is used by the editor. If set to true
, the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
In other words, the saved scene file will contain the “default pose”, as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
- NodePath root_node
Default |
|
Setter | set_root(value) |
Getter | get_root() |
The node from which node path references will travel.
Method Descriptions
Adds animation
to the player accessible with the key name
.
- void advance ( float delta )
Shifts position in the animation timeline and immediately updates the animation. delta
is the time in seconds to shift. Events between the current frame and delta
are handled.
Returns the name of the next animation in the queue.
Triggers the anim_to
animation when the anim_from
animation completes.
- void clear_caches ( )
AnimationPlayer
caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.
- void clear_queue ( )
Clears all queued, unplayed animations.
Returns the name of animation
or an empty string if not found.
Returns the Animation with key name
or null
if not found.
- PoolStringArray get_animation_list ( ) const
Returns the list of stored animation names.
Gets the blend time (in seconds) between two animations, referenced by their names.
- float get_playing_speed ( ) const
Gets the actual playing speed of current animation or 0 if not playing. This speed is the playback_speed property multiplied by custom_speed
argument specified when calling the play method.
- PoolStringArray get_queue ( )
Returns a list of the animation names that are currently queued to play.
Returns true
if the AnimationPlayer
stores an Animation with key name
.
- bool is_playing ( ) const
Returns true
if playing an animation.
Plays the animation with key name
. Custom blend times and speed can be set. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling play_backwards).
The AnimationPlayer
keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation name
, or with no name
parameter, the assigned animation will resume playing if it was paused, or restart if it was stopped (see stop for both pause and stop). If the animation was already playing, it will keep playing.
Note: The animation will be updated the next time the AnimationPlayer
is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call advance(0)
.
Plays the animation with key name
in reverse.
This method is a shorthand for play with custom_speed = -1.0
and from_end = true
, so see its description for more information.
- void queue ( String name )
Queues an animation for playback once the current one is done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
- void remove_animation ( String name )
Removes the animation with key name
.
Renames an existing animation with key name
to newname
.
Seeks the animation to the seconds
point in time (in seconds). If update
is true
, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds
are skipped.
Note: Seeking to the end of the animation doesn’t emit animation_finished. If you want to skip animation and emit the signal, use advance.
Specifies a blend time (in seconds) between two animations, referenced by their names.
- void stop ( bool reset=true )
Stops or pauses the currently playing animation. If reset
is true
, the animation position is reset to 0
and the playback speed is reset to 1.0
.
If reset
is false
, the current_animation_position will be kept and calling play or play_backwards without arguments or with the same animation name as assigned_animation will resume the animation.