Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

AnimationLibrary

Hereda: Resource < RefCounted < Object

Contenedor para recursos de Animation.

Descripción

Una biblioteca de animación almacena un conjunto de animaciones accesibles a través de claves StringName, para su uso con los nodos AnimationPlayer.

Tutoriales

Métodos

Error

add_animation(name: StringName, animation: Animation)

Animation

get_animation(name: StringName) const

Array[StringName]

get_animation_list() const

int

get_animation_list_size() const

bool

has_animation(name: StringName) const

void

remove_animation(name: StringName)

void

rename_animation(name: StringName, newname: StringName)


Señales

animation_added(anim_name: StringName) 🔗

Emitted when an Animation is added, under the key anim_name.


animation_changed(anim_name: StringName) 🔗

Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. anim_name is the key of the animation that was changed.

See also Resource.changed, which this acts as a relay for.


animation_removed(anim_name: StringName) 🔗

Emitted when an Animation stored with the key anim_name is removed.


animation_renamed(old_name: StringName, new_name: StringName) 🔗

Emitted when the key for an Animation is changed, from old_name to new_name.


Descripciones de Métodos

Error add_animation(name: StringName, animation: Animation) 🔗

Añade la animación animation a la biblioteca, accesible por la clave name.


Animation get_animation(name: StringName) const 🔗

Devuelve la Animation con la clave name. Si la animación no existe, se devuelve null y se registra un error.


Array[StringName] get_animation_list() const 🔗

Devuelve las claves de las Animations almacenadas en la biblioteca.


int get_animation_list_size() const 🔗

Devuelve el número de claves de las Animations almacenadas en la biblioteca.


bool has_animation(name: StringName) const 🔗

Devuelve true si la biblioteca almacena una Animation con name como clave.


void remove_animation(name: StringName) 🔗

Elimina la Animation con la clave name.


void rename_animation(name: StringName, newname: StringName) 🔗

Cambia la clave de la Animation asociada a la clave name a newname.