8142bc4ddd
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.
60 lines
3.6 KiB
XML
60 lines
3.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite3D" inherits="SpriteBase3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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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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<description>
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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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<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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</tutorials>
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<methods>
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<method name="play">
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<return type="void" />
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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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<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 is played in reverse.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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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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</method>
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</methods>
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<members>
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<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"default"">
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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The displayed animation frame's index.
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</member>
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<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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The [SpriteFrames] resource containing the animation(s).
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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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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 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. 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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</members>
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<signals>
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<signal name="animation_finished">
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<description>
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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.
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</description>
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</signal>
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<signal name="frame_changed">
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<description>
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Emitted when [member frame] changed.
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</description>
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</signal>
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</signals>
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</class>
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