class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeAnimationMixer AnimationPlayer
A node used for animation playback.

An animation player is used for general-purpose playback of animations. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.

Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run". If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.

AnimationPlayer is better-suited than Tween for more complex animations, for example ones with non-trivial timings. It can also be used over Tween if the animation track editor is more convenient than doing it in code.

Updating the target properties of animations occurs at the process frame.

animation_changed animation_changed<>( StringName old_name=, old_name:StringName=, StringName new_name=, new_name:StringName=, ):animation_changed

Emitted when a queued animation plays after the previous animation finished. See also queue.

Note: The signal is not emitted when the animation is changed via play or by an AnimationTree.

current_animation_changed current_animation_changed<>( String name=, name:String=, ):current_animation_changed

Emitted when current_animation changes.

Enum AnimationProcessCallback<>():Enum

ANIMATION_PROCESS_PHYSICS = 0

For backward compatibility. See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS.


ANIMATION_PROCESS_IDLE = 1

For backward compatibility. See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE.


ANIMATION_PROCESS_MANUAL = 2

For backward compatibility. See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL.

Enum AnimationMethodCallMode<>():Enum

ANIMATION_METHOD_CALL_DEFERRED = 0

For backward compatibility. See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED.


ANIMATION_METHOD_CALL_IMMEDIATE = 1

For backward compatibility. See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE.

String assigned_animation<>():String

If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.

String autoplay<>():String

The key of the animation to play when the scene loads.

String current_animation<>():String

The key 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<>():float

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

float current_animation_position<>():float

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

bool movie_quit_on_finish<>():bool

If true and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.

Note: This obeys the same logic as the AnimationMixer.animation_finished signal, so it will not quit the engine if the animation is set to be looping.

float playback_default_blend_time<>():float

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

float speed_scale<>():float

The speed scaling ratio. For example, 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.

If set to a negative value, the animation is played in reverse. If set to 0, the animation will not advance.

StringName animation_get_next<>( StringName animation_from=, animation_from:StringName=, ):StringName

Returns the key of the animation which is queued to play after the animation_from animation.

void animation_set_next<>( StringName animation_from=, animation_from:StringName=, StringName animation_to=, animation_to:StringName=, ):void

Triggers the animation_to animation when the animation_from animation completes.

void clear_queue<>():void

Clears all queued, unplayed animations.

float get_blend_time<>( StringName animation_from=, animation_from:StringName=, StringName animation_to=, animation_to:StringName=, ):float

Returns the blend time (in seconds) between two animations, referenced by their keys.

AnimationMethodCallMode get_method_call_mode<>():AnimationMethodCallMode

For backward compatibility. See AnimationCallbackModeMethod.

float get_playing_speed<>():float

Returns the actual playing speed of current animation or 0 if not playing. This speed is the speed_scale property multiplied by custom_speed argument specified when calling the play method.

Returns a negative value if the current animation is playing backwards.

AnimationProcessCallback get_process_callback<>():AnimationProcessCallback

For backward compatibility. See AnimationCallbackModeProcess.

PackedStringArray get_queue<>():PackedStringArray

Returns a list of the animation keys that are currently queued to play.

NodePath get_root<>():NodePath

For backward compatibility. See AnimationMixer.root_node.

bool is_playing<>():bool

Returns true if an animation is currently playing (even if speed_scale and/or custom_speed are 0).

void pause<>():void

Pauses the currently playing animation. 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.

See also stop.

void play<>( StringName name="", name:StringName="", float=, float:=, float custom_speed=1.0, custom_speed:float=1.0, bool from_end=false, from_end:bool=false, ):void

Plays the animation with key name. Custom blend times and speed can be set.

The from_end option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. 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.

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).

void play_backwards<>( StringName name="", name:StringName="", float=, float:=, ):void

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<>( StringName name=, name:StringName=, ):void

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 seek<>( float seconds=, seconds:float=, bool update=false, update:bool=false, bool update_only=false, update_only:bool=false, ):void

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.

If update_only is true, the method / audio / animation playback tracks will not be processed.

Note: Seeking to the end of the animation doesn't emit AnimationMixer.animation_finished. If you want to skip animation and emit the signal, use AnimationMixer.advance.

void set_blend_time<>( StringName animation_from=, animation_from:StringName=, StringName animation_to=, animation_to:StringName=, float sec=, sec:float=, ):void

Specifies a blend time (in seconds) between two animations, referenced by their keys.

void set_method_call_mode<>( AnimationMethodCallMode mode=, mode:AnimationMethodCallMode=, ):void

For backward compatibility. See AnimationCallbackModeMethod.

void set_process_callback<>( AnimationProcessCallback mode=, mode:AnimationProcessCallback=, ):void

For backward compatibility. See AnimationCallbackModeProcess.

void set_root<>( NodePath path=, path:NodePath=, ):void

For backward compatibility. See AnimationMixer.root_node.

void stop<>( bool keep_state=false, keep_state:bool=false, ):void

Stops the currently playing animation. The animation position is reset to 0 and the custom_speed is reset to 1.0. See also pause.

If keep_state is true, the animation state is not updated visually.

Note: The method / audio / animation playback tracks will not be processed by this method.




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