<?xml version="1.0" encoding="UTF-8" ?> <class name="AnimatedSprite3D" inherits="SpriteBase3D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> 2D sprite node in 3D world, that can use multiple 2D textures for animation. </brief_description> <description> Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. </description> <tutorials> <link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> </tutorials> <methods> <method name="is_playing" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if an animation is currently being played. </description> </method> <method name="play"> <return type="void" /> <argument index="0" name="anim" type="String" default="""" /> <description> Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. </description> </method> <method name="stop"> <return type="void" /> <description> Stops the current animation (does not reset the frame counter). </description> </method> </methods> <members> <member name="animation" type="String" setter="set_animation" getter="get_animation" default=""default""> The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset. </member> <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> The displayed animation frame's index. </member> <member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames"> The [SpriteFrames] resource containing the animation(s). </member> <member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false"> If [code]true[/code], the [member animation] is currently playing. </member> </members> <signals> <signal name="animation_finished"> <description> Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn. </description> </signal> <signal name="frame_changed"> <description> Emitted when [member frame] changed. </description> </signal> </signals> <constants> </constants> </class>