AnimationPlayer

Inherits: Node < Object

Container and player of Animation resources.

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.

AnimationPlayer is more suited than Tween for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an AnimationPlayer node thanks to the animation tools provided by the editor. That particular example can also be implemented with a Tween node, but it requires doing everything by code.

Updating the target properties of animations occurs at process time.

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 ( )

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.

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 advance to process the animation manually.


enum AnimationMethodCallMode:

  • ANIMATION_METHOD_CALL_DEFERRED = 0 --- 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.

  • ANIMATION_METHOD_CALL_IMMEDIATE = 1 --- Make method calls immediately when reached in the animation.

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.


Default

""

Setter

set_autoplay(value)

Getter

get_autoplay()

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


Default

""

Setter

set_current_animation(value)

Getter

get_current_animation()

The name 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

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.


Default

0

Setter

set_method_call_mode(value)

Getter

get_method_call_mode()

The call mode to use for Call Method tracks.


  • bool playback_active

Setter

set_active(value)

Getter

is_active()

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


  • float playback_default_blend_time

Default

0.0

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

1

Setter

set_animation_process_mode(value)

Getter

get_animation_process_mode()

The process notification in which to update animations.


Default

1.0

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

NodePath("..")

Setter

set_root(value)

Getter

get_root()

The node from which node path references will travel.

Method Descriptions

Adds animation to the player accessible with the key name.


  • void advance ( float delta )

Shifts position in the animation timeline and immediately updates the animation. 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; clear_caches forces it to update the cache again.


  • void clear_queue ( )

Clears all queued, unplayed animations.


Returns the name of animation or an empty string if not found.


Returns the Animation with key name or null if not found.


Returns the list of stored animation names.


Gets the blend time (in seconds) between two animations, referenced by their names.


  • float get_playing_speed ( ) const

Gets 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 a list of the animation names that are currently queued to play.


Returns true if the AnimationPlayer stores an Animation with key name.


  • bool is_playing ( ) const

Returns true if playing an animation.


Plays the animation with key name. Custom blend times and speed can be set. 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, or restart if it was stopped (see stop for both pause and stop). If the animation was already playing, it will keep playing.

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 ( String name="", float custom_blend=-1 )

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.


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 remove_animation ( String name )

Removes the animation with key name.


Renames an existing animation with key name to newname.


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

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.


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


  • void stop ( bool reset=true )

Stops or pauses 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, 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.