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class_animationplayer

reduz edited this page Nov 14, 2014 · 13 revisions

AnimationPlayer

####Inherits: Node ####Category: Core

Brief Description

Container and player of [Animaton] resources.

Member Functions

Signals

  • animation_changed ( String old_name, String new_name )
  • finished ( )

Numeric Constants

  • ANIMATION_PROCESS_FIXED = 0 - Process animation on fixed process. This is specially useful when animating kinematic bodies.
  • ANIMATION_PROCESS_IDLE = 1 - Process animation on idle process.

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 diferent channels.

Member Function Description

Add an animation resource to the player, which will be later referenced by the "name" argument.

  • void remove_animation ( String name )

Remove an animation from the player (by supplying the same name used to add it).

Rename an existing animation.

Request wether an Animation name exist within the player.

Get an Animation resource by requesting a name.

Get the list of names of the animations stored in the player.

Specify a blend time (in seconds) between two animations, referemced by their names.

Get the blend time between two animations, referemced by their names.

  • void set_default_blend_time ( float sec )

Set the default blend time between animations.

  • float get_default_blend_time ( ) const

Return the default blend time between animations.

Play a given animation by the animation name. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards.

  • void stop ( )

Stop the currently played animation.

  • void stop_all ( )

Stop playback of animations (deprecated).

  • bool is_playing ( ) const

Return wether an animation is playing.

  • void set_current_animation ( String anim )

Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to claling play().

  • String get_current_animation ( ) const

Return the name of the animation being played.

Queue an animation for playback once the current one is done.

  • void clear_queue ( )

If animations are queued to play, clear them.

  • void set_active ( bool active )

Set the player as active (playing). If false, it will do nothing.

  • bool is_active ( ) const

Return true if the player is active.

  • void set_speed ( float speed )

Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is 1 (no scaling).

  • float get_speed ( ) const

Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is 1 (no scaling).

  • void set_autoplay ( String name )

Set the name of the animation that will be automatically played when the scene is loaded.

  • String get_autoplay ( ) const

Return the name of the animation that will be automatically played when the scene is loaded.

AnimationPlayer resolves animation track paths from this node (which is relative to itself), by default root is "..", but it can be changed..

Return path to root node (see [set_root]).

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

Seek the animation to a given position in time (in seconds). If 'update' is true, the animation will be updated too, otherwise it will be updated at process time.

  • float get_pos ( ) const

Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided)

Find an animation name by resource.

  • void clear_caches ( )

The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again.

  • void set_animation_process_mode ( int mode )

Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*.

  • int get_animation_process_mode ( ) const

Return the mode in which the animation player processes. See set_animation_process_mode.

  • float get_current_animation_pos ( ) const

Get the position (in seconds) of the currently being played animation.

  • float get_current_animation_length ( ) const

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

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