AnimationPlayer
Category: Core
Brief Description
Container and player of Animation resources.
Properties
Methods
Error | add_animation ( String name, Animation animation ) |
void | advance ( float delta ) |
String | animation_get_next ( String anim_from ) const |
void | animation_set_next ( String anim_from, String anim_to ) |
void | clear_caches ( ) |
void | clear_queue ( ) |
String | find_animation ( Animation animation ) const |
Animation | get_animation ( String name ) const |
PoolStringArray | get_animation_list ( ) const |
float | get_blend_time ( String anim_from, String anim_to ) const |
float | get_playing_speed ( ) const |
PoolStringArray | get_queue ( ) |
bool | has_animation ( String name ) const |
bool | 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 | queue ( String name ) |
void | remove_animation ( String name ) |
void | rename_animation ( String name, String newname ) |
void | seek ( float seconds, bool update=false ) |
void | set_blend_time ( String anim_from, String anim_to, float sec ) |
void | stop ( bool reset=true ) |
Signals
If the currently being played animation changes, this signal will notify of such change.
- animation_finished ( String anim_name )
Notifies when an animation finished playing.
- animation_started ( String anim_name )
Notifies when an animation starts playing.
- caches_cleared ( )
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 the ‘advance’ method to process the animation manually.
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.
Tutorials
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
Setter | set_autoplay(value) |
Getter | get_autoplay() |
The name of the animation to play when the scene loads. Default value: ""
.
- String current_animation
Setter | set_current_animation(value) |
Getter | get_current_animation() |
The name of the current animation, “” if not playing anything. When being set, does not restart the animation. See also play. Default value: ""
.
- 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.
- bool playback_active
Setter | set_active(value) |
Getter | is_active() |
If true
, updates animations in response to process-related notifications. Default value: true
.
- float playback_default_blend_time
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. Default value: 0
.
- AnimationProcessMode playback_process_mode
Setter | set_animation_process_mode(value) |
Getter | get_animation_process_mode() |
The process notification in which to update animations. Default value: ANIMATION_PROCESS_IDLE.
- float playback_speed
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. Default value: 1
.
- NodePath root_node
Setter | set_root(value) |
Getter | get_root() |
The node from which node path references will travel. Default value: ".."
.
Method Descriptions
Adds animation
to the player accessible with the key name
.
- void advance ( float delta )
Shifts position in the animation timeline. 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, so clear_caches forces it to update the cache again.
- void clear_queue ( )
Clears all queued, unplayed animations.
Returns the name of animation
or 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.
Get the blend time (in seconds) between two animations, referenced by their names.
- float get_playing_speed ( ) const
Get 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 true
if the AnimationPlayer
stores an Animation with key name
.
- bool is_playing ( ) const
Returns true
if playing an animation.
Play the animation with key name
. Custom speed and blend times can be set. If custom speed is negative (-1), ‘from_end’ being true
can play the animation backwards.
If the animation has been paused by stop(true)
it will be resumed. Calling play()
without arguments will also resume the animation.
Play the animation with key name
in reverse.
If the animation has been paused by stop(true)
it will be resumed backwards. Calling play_backwards()
without arguments will also resume the animation backwards.
- void queue ( String name )
Queue an animation for playback once the current one is done.
- void remove_animation ( String name )
Remove the animation with key name
.
Rename an existing animation with key name
to newname
.
Seek 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.
Specify a blend time (in seconds) between two animations, referenced by their names.
- void stop ( bool reset=true )
Stop 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
, then calling play()
without arguments or play("same_as_before")
will resume the animation. Works the same for the play_backwards()
method.