d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
277 lines
10 KiB
XML
277 lines
10 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationPlayer" inherits="Node" category="Core" version="3.0-stable">
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<brief_description>
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Container and player of [Animation] resources.
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</brief_description>
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<description>
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An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/3.0/learning/step_by_step/animations.html
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http://docs.godotengine.org/en/3.0/learning/features/animation/index.html
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_animation">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="animation" type="Animation">
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</argument>
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<description>
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Adds [code]animation[/code] to the player accessible with the key [code]name[/code].
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</description>
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</method>
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<method name="advance">
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<return type="void">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<description>
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Shifts position in the animation timeline. Delta is the time in seconds to shift.
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</description>
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</method>
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<method name="animation_get_next" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="anim_from" type="String">
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</argument>
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<description>
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Returns the name of the next animation in the queue.
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</description>
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</method>
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<method name="animation_set_next">
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<return type="void">
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</return>
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<argument index="0" name="anim_from" type="String">
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</argument>
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<argument index="1" name="anim_to" type="String">
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</argument>
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<description>
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Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes.
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</description>
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</method>
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<method name="clear_caches">
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<return type="void">
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</return>
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<description>
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[code]AnimationPlayer[/code] caches animated nodes. It may not notice if a node disappears, so clear_caches forces it to update the cache again.
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</description>
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</method>
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<method name="clear_queue">
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<return type="void">
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</return>
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<description>
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Clears all queued, unplayed animations.
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</description>
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</method>
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<method name="find_animation" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="animation" type="Animation">
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</argument>
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<description>
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Returns the name of [code]animation[/code] or empty string if not found.
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</description>
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</method>
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<method name="get_animation" qualifiers="const">
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<return type="Animation">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found.
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</description>
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</method>
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<method name="get_animation_list" qualifiers="const">
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<return type="PoolStringArray">
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</return>
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<description>
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Returns the list of stored animation names.
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</description>
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</method>
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<method name="get_blend_time" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="anim_from" type="String">
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</argument>
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<argument index="1" name="anim_to" type="String">
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</argument>
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<description>
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Get the blend time (in seconds) between two animations, referenced by their names.
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</description>
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</method>
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<method name="has_animation" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if the [code]AnimationPlayer[/code] stores an [Animation] with key [code]name[/code].
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</description>
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</method>
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<method name="is_playing" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if playing an animation.
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</description>
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</method>
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<method name="play">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String" default="""">
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</argument>
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<argument index="1" name="custom_blend" type="float" default="-1">
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</argument>
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<argument index="2" name="custom_speed" type="float" default="1.0">
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</argument>
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<argument index="3" name="from_end" type="bool" default="false">
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</argument>
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<description>
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Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the
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animation backwards.
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</description>
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</method>
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<method name="play_backwards">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String" default="""">
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</argument>
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<argument index="1" name="custom_blend" type="float" default="-1">
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</argument>
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<description>
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Play the animation with key [code]name[/code] in reverse.
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</description>
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</method>
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<method name="queue">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Queue an animation for playback once the current one is done.
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</description>
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</method>
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<method name="remove_animation">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Remove the animation with key [code]name[/code].
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</description>
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</method>
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<method name="rename_animation">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="newname" type="String">
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</argument>
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<description>
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Rename an existing animation with key [code]name[/code] to [code]newname[/code].
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</description>
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</method>
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<method name="seek">
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<return type="void">
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</return>
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<argument index="0" name="seconds" type="float">
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</argument>
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<argument index="1" name="update" type="bool" default="false">
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</argument>
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<description>
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Seek the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time.
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</description>
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</method>
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<method name="set_blend_time">
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<return type="void">
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</return>
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<argument index="0" name="anim_from" type="String">
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</argument>
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<argument index="1" name="anim_to" type="String">
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</argument>
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<argument index="2" name="sec" type="float">
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</argument>
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<description>
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Specify a blend time (in seconds) between two animations, referenced by their names.
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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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</return>
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<argument index="0" name="reset" type="bool" default="true">
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</argument>
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<description>
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Stop the currently playing animation. If [code]reset[/code] is [code]true[/code], the anim position is reset to [code]0[/code].
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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="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation">
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If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation].
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</member>
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<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay">
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The name of the animation to play when the scene loads. Default value: [code]""[/code].
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</member>
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<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation">
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The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. Default value: [code]""[/code].
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</member>
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<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
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The length (in seconds) of the currently being played animation.
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</member>
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<member name="current_animation_position" type="float" setter="" getter="get_current_animation_position">
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The position (in seconds) of the currently playing animation.
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</member>
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<member name="playback_active" type="bool" setter="set_active" getter="is_active">
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If [code]true[/code], updates animations in response to process-related notifications. Default value: [code]true[/code].
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</member>
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<member name="playback_default_blend_time" type="float" setter="set_default_blend_time" getter="get_default_blend_time">
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The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code].
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</member>
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<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode">
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The process notification in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
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</member>
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<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale">
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The speed scaling ratio. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Default value: [code]1[/code].
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</member>
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<member name="root_node" type="NodePath" setter="set_root" getter="get_root">
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The node from which node path references will travel. Default value: [code]".."[/code].
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</member>
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</members>
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<signals>
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<signal name="animation_changed">
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<argument index="0" name="old_name" type="String">
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</argument>
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<argument index="1" name="new_name" type="String">
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</argument>
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<description>
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If the currently being played animation changes, this signal will notify of such change.
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</description>
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</signal>
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<signal name="animation_finished">
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<argument index="0" name="anim_name" type="String">
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</argument>
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<description>
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Notifies when an animation finished playing.
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</description>
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</signal>
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<signal name="animation_started">
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<argument index="0" name="anim_name" type="String">
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</argument>
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<description>
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Notifies when an animation starts playing.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
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Process animation during the physics process. This is especially useful when animating physics bodies.
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</constant>
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<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
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Process animation during the idle process.
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</constant>
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</constants>
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</class>
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