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AnimationLibrary
繼承: Resource < RefCounted < Object
Animation 資源容器。
說明
動畫庫會透過 StringName 作為鍵儲存一組動畫,供 AnimationPlayer 節點使用。
教學
方法
add_animation(name: StringName, animation: Animation) |
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get_animation(name: StringName) const |
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get_animation_list() const |
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get_animation_list_size() const |
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has_animation(name: StringName) const |
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void |
remove_animation(name: StringName) |
void |
rename_animation(name: StringName, newname: StringName) |
訊號
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.
方法說明
Error add_animation(name: StringName, animation: Animation) 🔗
將 animation 新增至動畫庫並以鍵 name 存取。
Animation get_animation(name: StringName) const 🔗
返回鍵為 name 的 Animation。若不存在則返回 null 並記錄錯誤。
Array[StringName] get_animation_list() const 🔗
返回動畫庫中所儲存之 Animation 的鍵。
int get_animation_list_size() const 🔗
返回動畫庫中所儲存之 Animation 的鍵數量。
bool has_animation(name: StringName) const 🔗
若動畫庫內存在鍵為 name 的 Animation 則返回 true。
void remove_animation(name: StringName) 🔗
移除鍵為 name 的 Animation。
void rename_animation(name: StringName, newname: StringName) 🔗
將鍵為 name 的 Animation 之鍵更改為 newname。