b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
61 lines
2.4 KiB
XML
61 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite3D" inherits="SpriteBase3D" version="3.5" 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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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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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="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if an animation is currently being played.
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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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<argument index="0" name="anim" type="String" default="""" />
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<description>
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Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played.
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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 animation (does not reset the frame counter).
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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="String" 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.
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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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<constants>
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</constants>
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</class>
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