For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
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="3.4">
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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)">https://docs.godotengine.org/en/3.3/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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