Allow negative speed_scale
in AnimatedSprite2D & 3D
If the `speed_scale` is set to a negative value, the animation plays in reverse. The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward. Also updates the documentation to better describe the pausing and playing behaviour.
This commit is contained in:
parent
43a3fc7859
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6 changed files with 69 additions and 67 deletions
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@ -5,6 +5,8 @@
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</brief_description>
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</brief_description>
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<description>
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<description>
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[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
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[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
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After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
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To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
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[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
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[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
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</description>
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</description>
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<tutorials>
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<tutorials>
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@ -17,13 +19,14 @@
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<param index="0" name="anim" type="StringName" default="&""" />
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<param index="0" name="anim" type="StringName" default="&""" />
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<param index="1" name="backwards" type="bool" default="false" />
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<param index="1" name="backwards" type="bool" default="false" />
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<description>
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<description>
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Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
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Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
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</description>
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</description>
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</method>
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</method>
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<method name="stop">
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<method name="stop">
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<return type="void" />
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<return type="void" />
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<description>
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<description>
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Stops the current animation (does not reset the frame counter).
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Stops the current [member animation] at the current [member frame].
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[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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@ -50,10 +53,10 @@
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The texture's drawing offset.
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The texture's drawing offset.
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</member>
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</member>
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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If [code]true[/code], the [member animation] is currently playing.
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If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
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</member>
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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The animation speed is multiplied by this value.
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The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
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</member>
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</member>
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</members>
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</members>
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<signals>
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<signals>
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@ -4,7 +4,9 @@
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2D sprite node in 3D world, that can use multiple 2D textures for animation.
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2D sprite node in 3D world, that can use multiple 2D textures for animation.
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</brief_description>
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</brief_description>
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<description>
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<description>
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
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After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
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To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<param index="0" name="anim" type="StringName" default="&""" />
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<param index="0" name="anim" type="StringName" default="&""" />
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<param index="1" name="backwards" type="bool" default="false" />
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<param index="1" name="backwards" type="bool" default="false" />
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<description>
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<description>
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Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse.
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Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
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</description>
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</description>
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</method>
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</method>
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<method name="stop">
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<method name="stop">
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<return type="void" />
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<return type="void" />
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<description>
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<description>
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Stops the current animation (does not reset the frame counter).
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Stops the current [member animation] at the current [member frame].
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[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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@ -36,10 +39,10 @@
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The [SpriteFrames] resource containing the animation(s).
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The [SpriteFrames] resource containing the animation(s).
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</member>
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</member>
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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If [code]true[/code], the [member animation] is currently playing.
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If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
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</member>
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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The animation speed is multiplied by this value.
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The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
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</member>
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</member>
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</members>
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</members>
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<signals>
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<signals>
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@ -63,9 +63,13 @@ Rect2 AnimatedSprite2D::_edit_get_rect() const {
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}
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}
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bool AnimatedSprite2D::_edit_use_rect() const {
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bool AnimatedSprite2D::_edit_use_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return false;
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return false;
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}
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}
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if (frame < 0 || frame >= frames->get_frame_count(animation)) {
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return false;
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}
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Ref<Texture2D> t;
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Ref<Texture2D> t;
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if (animation) {
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if (animation) {
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t = frames->get_frame(animation, frame);
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t = frames->get_frame(animation, frame);
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@ -79,7 +83,10 @@ Rect2 AnimatedSprite2D::get_anchorable_rect() const {
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}
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}
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Rect2 AnimatedSprite2D::_get_rect() const {
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Rect2 AnimatedSprite2D::_get_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return Rect2();
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}
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if (frame < 0 || frame >= frames->get_frame_count(animation)) {
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return Rect2();
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return Rect2();
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}
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}
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void AnimatedSprite2D::_notification(int p_what) {
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void AnimatedSprite2D::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (frames.is_null()) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return;
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}
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if (!frames->has_animation(animation)) {
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return;
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}
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if (frame < 0) {
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return;
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return;
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}
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}
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double remaining = get_process_delta_time();
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double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
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while (remaining) {
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double speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed == 0) {
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if (speed == 0) {
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return; // Do nothing.
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return; // Do nothing.
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}
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}
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int last_frame = frames->get_frame_count(animation) - 1;
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double remaining = get_process_delta_time();
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while (remaining) {
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if (timeout <= 0) {
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if (timeout <= 0) {
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timeout = _get_frame_duration();
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timeout = _get_frame_duration();
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int last_frame = frames->get_frame_count(animation) - 1;
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if (!playing_backwards) {
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if (!backwards) {
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// Forward.
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// Forward.
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if (frame >= last_frame) {
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if (frame >= last_frame) {
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if (frames->get_animation_loop(animation)) {
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if (frames->get_animation_loop(animation)) {
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} break;
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} break;
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case NOTIFICATION_DRAW: {
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case NOTIFICATION_DRAW: {
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if (frames.is_null()) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return;
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}
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if (frame < 0) {
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return;
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}
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if (!frames->has_animation(animation)) {
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return;
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return;
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}
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}
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}
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}
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void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
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void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
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if (speed_scale == p_speed_scale) {
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return;
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}
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double elapsed = _get_frame_duration() - timeout;
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double elapsed = _get_frame_duration() - timeout;
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speed_scale = MAX(p_speed_scale, 0.0f);
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speed_scale = p_speed_scale;
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playing_backwards = signbit(speed_scale) != backwards;
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// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
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// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
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_reset_timeout();
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_reset_timeout();
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return playing;
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return playing;
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}
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}
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void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backwards) {
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void AnimatedSprite2D::play(const StringName &p_animation, bool p_backwards) {
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backwards = p_backwards;
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backwards = p_backwards;
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playing_backwards = signbit(speed_scale) != backwards;
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if (p_animation) {
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if (p_animation) {
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set_animation(p_animation);
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set_animation(p_animation);
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if (frames.is_valid() && backwards && get_frame() == 0) {
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if (frames.is_valid() && playing_backwards && get_frame() == 0) {
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set_frame(frames->get_frame_count(p_animation) - 1);
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set_frame(frames->get_frame_count(p_animation) - 1);
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}
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}
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}
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}
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double AnimatedSprite2D::_get_frame_duration() {
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double AnimatedSprite2D::_get_frame_duration() {
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if (frames.is_valid() && frames->has_animation(animation)) {
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if (frames.is_valid() && frames->has_animation(animation)) {
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double speed = frames->get_animation_speed(animation) * speed_scale;
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double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
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if (speed > 0) {
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if (speed > 0) {
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return 1.0 / speed;
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return 1.0 / speed;
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}
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}
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Ref<SpriteFrames> frames;
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Ref<SpriteFrames> frames;
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bool playing = false;
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bool playing = false;
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bool playing_backwards = false;
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bool backwards = false;
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bool backwards = false;
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StringName animation = "default";
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StringName animation = "default";
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int frame = 0;
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int frame = 0;
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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Ref<SpriteFrames> get_sprite_frames() const;
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void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
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void play(const StringName &p_animation = StringName(), bool p_backwards = false);
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void stop();
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void stop();
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void set_playing(bool p_playing);
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void set_playing(bool p_playing);
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if (get_base() != get_mesh()) {
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if (get_base() != get_mesh()) {
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set_base(get_mesh());
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set_base(get_mesh());
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}
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}
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if (!texture.is_valid()) {
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if (texture.is_null()) {
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set_base(RID());
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set_base(RID());
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return;
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return;
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}
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}
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set_base(get_mesh());
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set_base(get_mesh());
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}
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}
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if (frames.is_null()) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return;
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}
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if (frame < 0) {
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return;
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}
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if (!frames->has_animation(animation)) {
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return;
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return;
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}
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}
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void AnimatedSprite3D::_notification(int p_what) {
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void AnimatedSprite3D::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (frames.is_null()) {
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if (frames.is_null() || !frames->has_animation(animation)) {
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return;
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}
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if (!frames->has_animation(animation)) {
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return;
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}
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if (frame < 0) {
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return;
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return;
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}
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}
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double remaining = get_process_delta_time();
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double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
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while (remaining) {
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double speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed == 0) {
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if (speed == 0) {
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return; // Do nothing.
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return; // Do nothing.
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}
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}
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int last_frame = frames->get_frame_count(animation) - 1;
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double remaining = get_process_delta_time();
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while (remaining) {
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if (timeout <= 0) {
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if (timeout <= 0) {
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timeout = _get_frame_duration();
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timeout = _get_frame_duration();
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int last_frame = frames->get_frame_count(animation) - 1;
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if (!playing_backwards) {
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if (!backwards) {
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// Forward.
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// Forward.
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if (frame >= last_frame) {
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if (frame >= last_frame) {
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if (frames->get_animation_loop(animation)) {
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if (frames->get_animation_loop(animation)) {
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@ -1170,9 +1155,14 @@ int AnimatedSprite3D::get_frame() const {
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}
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}
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void AnimatedSprite3D::set_speed_scale(double p_speed_scale) {
|
void AnimatedSprite3D::set_speed_scale(double p_speed_scale) {
|
||||||
|
if (speed_scale == p_speed_scale) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
double elapsed = _get_frame_duration() - timeout;
|
double elapsed = _get_frame_duration() - timeout;
|
||||||
|
|
||||||
speed_scale = MAX(p_speed_scale, 0.0f);
|
speed_scale = p_speed_scale;
|
||||||
|
playing_backwards = signbit(speed_scale) != backwards;
|
||||||
|
|
||||||
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
|
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
|
||||||
_reset_timeout();
|
_reset_timeout();
|
||||||
|
@ -1184,7 +1174,10 @@ double AnimatedSprite3D::get_speed_scale() const {
|
||||||
}
|
}
|
||||||
|
|
||||||
Rect2 AnimatedSprite3D::get_item_rect() const {
|
Rect2 AnimatedSprite3D::get_item_rect() const {
|
||||||
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
|
if (frames.is_null() || !frames->has_animation(animation)) {
|
||||||
|
return Rect2(0, 0, 1, 1);
|
||||||
|
}
|
||||||
|
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
|
||||||
return Rect2(0, 0, 1, 1);
|
return Rect2(0, 0, 1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1228,12 +1221,13 @@ bool AnimatedSprite3D::is_playing() const {
|
||||||
return playing;
|
return playing;
|
||||||
}
|
}
|
||||||
|
|
||||||
void AnimatedSprite3D::play(const StringName &p_animation, const bool p_backwards) {
|
void AnimatedSprite3D::play(const StringName &p_animation, bool p_backwards) {
|
||||||
backwards = p_backwards;
|
backwards = p_backwards;
|
||||||
|
playing_backwards = signbit(speed_scale) != backwards;
|
||||||
|
|
||||||
if (p_animation) {
|
if (p_animation) {
|
||||||
set_animation(p_animation);
|
set_animation(p_animation);
|
||||||
if (frames.is_valid() && backwards && get_frame() == 0) {
|
if (frames.is_valid() && playing_backwards && get_frame() == 0) {
|
||||||
set_frame(frames->get_frame_count(p_animation) - 1);
|
set_frame(frames->get_frame_count(p_animation) - 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1248,7 +1242,7 @@ void AnimatedSprite3D::stop() {
|
||||||
|
|
||||||
double AnimatedSprite3D::_get_frame_duration() {
|
double AnimatedSprite3D::_get_frame_duration() {
|
||||||
if (frames.is_valid() && frames->has_animation(animation)) {
|
if (frames.is_valid() && frames->has_animation(animation)) {
|
||||||
double speed = frames->get_animation_speed(animation) * speed_scale;
|
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
|
||||||
if (speed > 0) {
|
if (speed > 0) {
|
||||||
return 1.0 / speed;
|
return 1.0 / speed;
|
||||||
}
|
}
|
||||||
|
|
|
@ -209,6 +209,7 @@ class AnimatedSprite3D : public SpriteBase3D {
|
||||||
|
|
||||||
Ref<SpriteFrames> frames;
|
Ref<SpriteFrames> frames;
|
||||||
bool playing = false;
|
bool playing = false;
|
||||||
|
bool playing_backwards = false;
|
||||||
bool backwards = false;
|
bool backwards = false;
|
||||||
StringName animation = "default";
|
StringName animation = "default";
|
||||||
int frame = 0;
|
int frame = 0;
|
||||||
|
@ -237,7 +238,7 @@ public:
|
||||||
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
|
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
|
||||||
Ref<SpriteFrames> get_sprite_frames() const;
|
Ref<SpriteFrames> get_sprite_frames() const;
|
||||||
|
|
||||||
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
|
void play(const StringName &p_animation = StringName(), bool p_backwards = false);
|
||||||
void stop();
|
void stop();
|
||||||
|
|
||||||
void set_playing(bool p_playing);
|
void set_playing(bool p_playing);
|
||||||
|
|
Loading…
Reference in a new issue