AnimationPlayer

Inherits: Node < Object

Category: Core

Brief Description

Container and player of Animation resources.

Methods

Error add_animation ( String name, Animation animation )
void advance ( float delta )
String animation_get_next ( String anim_from ) const
void animation_set_next ( String anim_from, String anim_to )
void clear_caches ( )
void clear_queue ( )
String find_animation ( Animation animation ) const
Animation get_animation ( String name ) const
PoolStringArray get_animation_list ( ) const
float get_blend_time ( String anim_from, String anim_to ) const
float get_playing_speed ( ) const
PoolStringArray get_queue ( )
bool has_animation ( String name ) const
bool is_playing ( ) const
void play ( String name=””, float custom_blend=-1, float custom_speed=1.0, bool from_end=false )
void play_backwards ( String name=””, float custom_blend=-1 )
void queue ( String name )
void remove_animation ( String name )
void rename_animation ( String name, String newname )
void seek ( float seconds, bool update=false )
void set_blend_time ( String anim_from, String anim_to, float sec )
void stop ( 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.

Property Descriptions

Setter set_assigned_animation(value)
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 current_animation.


Setter set_autoplay(value)
Getter get_autoplay()

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


Setter set_current_animation(value)
Getter get_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
Getter get_current_animation_length()

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


  • float current_animation_position
Getter get_current_animation_position()

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


  • bool playback_active
Setter set_active(value)
Getter is_active()

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


  • float playback_default_blend_time
Setter set_default_blend_time(value)
Getter get_default_blend_time()

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


Setter set_animation_process_mode(value)
Getter get_animation_process_mode()

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


Setter set_speed_scale(value)
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: 1.


Setter set_root(value)
Getter get_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.