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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.
Enum AnimationProcessCallback<>():Enum

ANIMATION_PROCESS_PHYSICS:null = 0


ANIMATION_PROCESS_IDLE:null = 1


ANIMATION_PROCESS_MANUAL:null = 2
Enum AnimationMethodCallMode<>():Enum

ANIMATION_METHOD_CALL_DEFERRED:null = 0


ANIMATION_METHOD_CALL_IMMEDIATE:null = 1
Signal animation_changed<>( StringName old_name=, old_name:StringName=, StringName new_name=, new_name:StringName=, ):Signal
Emitted when a queued animation plays after the previous animation finished. See also [method AnimationPlayer.queue].

Note: The signal is not emitted when the animation is changed via [method AnimationPlayer.play] or by an AnimationTree.
Signal current_animation_changed<>( StringName name=, name:StringName=, ):Signal
Emitted when current_animation changes.

set get StringName assigned_animation<>():StringName set get
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.

set get StringName autoplay<>():StringName set get
The key of the animation to play when the scene loads.

set get StringName current_animation<>():StringName set get
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.
set get float current_animation_length<>():float set get
The length (in seconds) of the currently playing animation.

set get float current_animation_position<>():float set get
The position (in seconds) of the currently playing animation.

set get bool movie_quit_on_finish<>():bool set get
If true and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with [method 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 [signal AnimationMixer.animation_finished] signal, so it will not quit the engine if the animation is set to be looping.
set get bool playback_auto_capture<>():bool set get
If true, performs [method AnimationMixer.capture] before playback automatically. This means just play_with_capture is executed with default arguments instead of play.

Note: Capture interpolation is only performed if the animation contains a capture track. See also [constant Animation.UPDATE_CAPTURE].
set get float playback_auto_capture_duration<>():float set get
See also play_with_capture and [method AnimationMixer.capture].

If playback_auto_capture_duration is negative value, the duration is set to the interval between the current position and the first key.
set get int playback_auto_capture_ease_type<>():int set get
The ease type of the capture interpolation. See also [enum Tween.EaseType].

set get int playback_auto_capture_transition_type<>():int set get
The transition type of the capture interpolation. See also [enum Tween.TransitionType].

set get float playback_default_blend_time<>():float set get
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.

set get float speed_scale<>():float set get
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.

int get_method_call_mode<>():int
Returns the call mode used for "Call Method" tracks.

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.
int get_process_callback<>():int
Returns the process notification in which to update animations.

StringName[] get_queue<>():StringName[]
Returns a list of the animation keys that are currently queued to play.

NodePath get_root<>():NodePath
Returns the node which node path references will travel from.

float get_section_end_time<>():float
Returns the end time of the section currently being played.

float get_section_start_time<>():float
Returns the start time of the section currently being played.

bool has_section<>():bool
Returns true if an animation is currently playing with a section.

bool is_animation_active<>():bool
Returns true if the an animation is currently active. An animation is active if it was played by calling play and was not finished yet, or was stopped by calling stop.

This can be used to check whether an animation is currently paused or stopped.
var is_paused = not is_playing() and is_animation_active() var is_stopped = not is_playing() and not is_animation_active()
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 custom_blend=-1, custom_blend:float=-1, 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 custom_blend=-1, custom_blend:float=-1, ):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 play_section<>( StringName name=&"", name:StringName=&"", float start_time=-1, start_time:float=-1, float end_time=-1, end_time:float=-1, float custom_blend=-1, custom_blend:float=-1, 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 and the section starting from start_time and ending on end_time. See also play.

Setting start_time to a value outside the range of the animation means the start of the animation will be used instead, and setting end_time to a value outside the range of the animation means the end of the animation will be used instead. start_time cannot be equal to end_time.
void play_section_backwards<>( StringName name=&"", name:StringName=&"", float start_time=-1, start_time:float=-1, float end_time=-1, end_time:float=-1, float custom_blend=-1, custom_blend:float=-1, ):void
Plays the animation with key name and the section starting from start_time and ending on end_time in reverse.

This method is a shorthand for play_section with custom_speed = -1.0 and from_end = true, see its description for more information.
void play_section_with_markers<>( StringName name=&"", name:StringName=&"", StringName start_marker=&"", start_marker:StringName=&"", StringName end_marker=&"", end_marker:StringName=&"", float custom_blend=-1, custom_blend:float=-1, 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 and the section starting from start_marker and ending on end_marker.

If the start marker is empty, the section starts from the beginning of the animation. If the end marker is empty, the section ends on the end of the animation. See also play.
void play_section_with_markers_backwards<>( StringName name=&"", name:StringName=&"", StringName start_marker=&"", start_marker:StringName=&"", StringName end_marker=&"", end_marker:StringName=&"", float custom_blend=-1, custom_blend:float=-1, ):void
Plays the animation with key name and the section starting from start_marker and ending on end_marker in reverse.

This method is a shorthand for play_section_with_markers with custom_speed = -1.0 and from_end = true, see its description for more information.
void play_with_capture<>( StringName name=&"", name:StringName=&"", float duration=-1.0, duration:float=-1.0, float custom_blend=-1, custom_blend:float=-1, float custom_speed=1.0, custom_speed:float=1.0, bool from_end=false, from_end:bool=false, int trans_type=0, trans_type:int=0, int ease_type=0, ease_type:int=0, ):void
See also [method AnimationMixer.capture].

You can use this method to use more detailed options for capture than those performed by playback_auto_capture. When playback_auto_capture is false, this method is almost the same as the following:
capture(name, duration, trans_type, ease_type) play(name, custom_blend, custom_speed, from_end)
If name is blank, it specifies assigned_animation.
If duration is a negative value, the duration is set to the interval between the current position and the first key, when from_end is true, uses the interval between the current position and the last key instead.
Note: The duration takes speed_scale into account, but custom_speed does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
void queue<>( StringName name=, name:StringName=, ):void
Queues an animation for playback once the current animation and all previously queued animations are done.

Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
void reset_section<>():void
Resets the current section. Does nothing if a section has not been set.

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 [signal AnimationMixer.animation_finished]. If you want to skip animation and emit the signal, use [method 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<>( int mode=, mode:int=, ):void
Sets the call mode used for "Call Method" tracks.

void set_process_callback<>( int mode=, mode:int=, ):void
Sets the process notification in which to update animations.

void set_root<>( NodePath path=, path:NodePath=, ):void
Sets the node which node path references will travel from.

void set_section<>( float start_time=-1, start_time:float=-1, float end_time=-1, end_time:float=-1, ):void
Changes the start and end times of the section being played. The current playback position will be clamped within the new section. See also play_section.

void set_section_with_markers<>( StringName start_marker=&"", start_marker:StringName=&"", StringName end_marker=&"", end_marker:StringName=&"", ):void
Changes the start and end markers of the section being played. The current playback position will be clamped within the new section. See also play_section_with_markers.

If the argument is empty, the section uses the beginning or end of the animation. If both are empty, it means that the section is not set.
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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