godot/doc/classes/AnimationPlayer.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationPlayer" inherits="Node" category="Core" version="3.2">
<brief_description>
Container and player of [Animation] resources.
</brief_description>
<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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_animation">
<return type="int" enum="Error">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Adds [code]animation[/code] to the player accessible with the key [code]name[/code].
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
Shifts position in the animation timeline. Delta is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
</description>
</method>
<method name="animation_get_next" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<description>
Returns the name of the next animation in the queue.
</description>
</method>
<method name="animation_set_next">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes.
</description>
</method>
<method name="clear_caches">
<return type="void">
</return>
<description>
[AnimationPlayer] caches animated nodes. It may not notice if a node disappears, so clear_caches forces it to update the cache again.
</description>
</method>
<method name="clear_queue">
<return type="void">
</return>
<description>
Clears all queued, unplayed animations.
</description>
</method>
<method name="find_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="animation" type="Animation">
</argument>
<description>
Returns the name of [code]animation[/code] or empty string if not found.
</description>
</method>
<method name="get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found.
</description>
</method>
<method name="get_animation_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
Returns the list of stored animation names.
</description>
</method>
<method name="get_blend_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Get the blend time (in seconds) between two animations, referenced by their names.
</description>
</method>
<method name="get_playing_speed" qualifiers="const">
<return type="float">
</return>
<description>
Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method.
</description>
</method>
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<method name="get_queue">
<return type="PoolStringArray">
</return>
<description>
</description>
</method>
<method name="has_animation" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with key [code]name[/code].
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if playing an animation.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<argument index="2" name="custom_speed" type="float" default="1.0">
</argument>
<argument index="3" name="from_end" type="bool" default="false">
</argument>
<description>
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Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being [code]true[/code] can play the animation backwards.
If the animation has been paused by [code]stop(true)[/code] it will be resumed. Calling [code]play()[/code] without arguments will also resume the animation.
</description>
</method>
<method name="play_backwards">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<description>
Play the animation with key [code]name[/code] in reverse.
If the animation has been paused by [code]stop(true)[/code] it will be resumed backwards. Calling [code]play_backwards()[/code] without arguments will also resume the animation backwards.
</description>
</method>
<method name="queue">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Queue an animation for playback once the current one is done.
</description>
</method>
<method name="remove_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Remove the animation with key [code]name[/code].
</description>
</method>
<method name="rename_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="newname" type="String">
</argument>
<description>
Rename an existing animation with key [code]name[/code] to [code]newname[/code].
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="seconds" type="float">
</argument>
<argument index="1" name="update" type="bool" default="false">
</argument>
<description>
Seek the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped.
</description>
</method>
<method name="set_blend_time">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<argument index="2" name="sec" type="float">
</argument>
<description>
Specify a blend time (in seconds) between two animations, referenced by their names.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<argument index="0" name="reset" type="bool" default="true">
</argument>
<description>
Stop the currently playing animation. If [code]reset[/code] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code].
If [code]reset[/code] is [code]false[/code], then calling [code]play()[/code] without arguments or [code]play("same_as_before")[/code] will resume the animation. Works the same for the [code]play_backwards()[/code] method.
</description>
</method>
</methods>
<members>
<member name="assigned_animation" type="String" setter="set_assigned_animation" 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 [member current_animation].
</member>
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<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay">
The name of the animation to play when the scene loads. Default value: [code]""[/code].
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation">
The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. Default value: [code]""[/code].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently being played animation.
</member>
<member name="current_animation_position" type="float" setter="" getter="get_current_animation_position">
The position (in seconds) of the currently playing animation.
</member>
<member name="method_call_mode" type="int" setter="set_method_call_mode" getter="get_method_call_mode" enum="AnimationPlayer.AnimationMethodCallMode">
The call mode to use for Call Method tracks. Default value: [constant ANIMATION_METHOD_CALL_DEFERRED].
</member>
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<member name="playback_active" type="bool" setter="set_active" getter="is_active">
If [code]true[/code], updates animations in response to process-related notifications. Default value: [code]true[/code].
</member>
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<member name="playback_default_blend_time" type="float" setter="set_default_blend_time" getter="get_default_blend_time">
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code].
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</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode">
The process notification in which to update animations. Default value: [constant ANIMATION_PROCESS_IDLE].
</member>
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<member name="playback_speed" type="float" setter="set_speed_scale" 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: [code]1[/code].
</member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root">
The node from which node path references will travel. Default value: [code]".."[/code].
</member>
</members>
<signals>
<signal name="animation_changed">
<argument index="0" name="old_name" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
If the currently being played animation changes, this signal will notify of such change.
</description>
</signal>
<signal name="animation_finished">
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<argument index="0" name="anim_name" type="String">
</argument>
<description>
Notifies when an animation finished playing.
</description>
</signal>
<signal name="animation_started">
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<argument index="0" name="anim_name" type="String">
</argument>
<description>
Notifies when an animation starts playing.
</description>
</signal>
<signal name="caches_cleared">
<description>
</description>
</signal>
</signals>
<constants>
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<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
Process animation during the physics process. This is especially useful when animating physics bodies.
</constant>
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<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
Process animation during the idle process.
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
Do not process animation. Use the 'advance' method to process the animation manually.
</constant>
<constant name="ANIMATION_METHOD_CALL_DEFERRED" value="0" enum="AnimationMethodCallMode">
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.
</constant>
<constant name="ANIMATION_METHOD_CALL_IMMEDIATE" value="1" enum="AnimationMethodCallMode">
Make method calls immediately when reached in the animation.
</constant>
</constants>
</class>