AnimationPlayer

Inherits: Node < Object

Category: Core

Brief Description

Container and player of Animation resources.

Properties

Stringassigned_animation
Stringautoplay
Stringcurrent_animation
floatcurrent_animation_length
floatcurrent_animation_position
boolplayback_active
floatplayback_default_blend_time
AnimationProcessModeplayback_process_mode
floatplayback_speed
NodePathroot_node

Methods

Erroradd_animation ( String name, Animation animation )
voidadvance ( float delta )
Stringanimation_get_next ( String anim_from ) const
voidanimation_set_next ( String anim_from, String anim_to )
voidclear_caches ( )
voidclear_queue ( )
Stringfind_animation ( Animation animation ) const
Animationget_animation ( String name ) const
PoolStringArrayget_animation_list ( ) const
floatget_blend_time ( String anim_from, String anim_to ) const
floatget_playing_speed ( ) const
PoolStringArrayget_queue ( )
boolhas_animation ( String name ) const
boolis_playing ( ) const
voidplay ( String name=”“, float custom_blend=-1, float custom_speed=1.0, bool from_end=false )
voidplay_backwards ( String name=”“, float custom_blend=-1 )
voidqueue ( String name )
voidremove_animation ( String name )
voidrename_animation ( String name, String newname )
voidseek ( float seconds, bool update=false )
voidset_blend_time ( String anim_from, String anim_to, float sec )
voidstop ( 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

Setterset_assigned_animation(value)
Getterget_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.


Setterset_autoplay(value)
Getterget_autoplay()

The name of the animation to play when the scene loads. Default value: "".


Setterset_current_animation(value)
Getterget_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
Getterget_current_animation_length()

The length (in seconds) of the currently being played animation.


  • float current_animation_position
Getterget_current_animation_position()

The position (in seconds) of the currently playing animation.


  • bool playback_active
Setterset_active(value)
Getteris_active()

If true, updates animations in response to process-related notifications. Default value: true.


  • float playback_default_blend_time
Setterset_default_blend_time(value)
Getterget_default_blend_time()

The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: 0.


Setterset_animation_process_mode(value)
Getterget_animation_process_mode()

The process notification in which to update animations. Default value: ANIMATION_PROCESS_IDLE.


Setterset_speed_scale(value)
Getterget_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.


Setterset_root(value)
Getterget_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.


  • void animation_set_next ( String anim_from, String anim_to )

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.


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.



Returns true if the AnimationPlayer stores an Animation with key name.


  • bool is_playing ( ) const

Returns true if playing an animation.


  • void play ( String name=”“, float custom_blend=-1, float custom_speed=1.0, bool from_end=false )

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.


  • void play_backwards ( String name=”“, float custom_blend=-1 )

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.


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.


  • void seek ( float seconds, bool update=false )

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.