godot/doc/classes/AnimationPlayer.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

307 lines
13 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationPlayer" inherits="Node" category="Core" version="3.2">
<brief_description>
Container and player of [Animation] resources.
</brief_description>
<description>
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_animation">
<return type="int" enum="Error">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Adds [code]animation[/code] to the player accessible with the key [code]name[/code].
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
Shifts position in the animation timeline. Delta is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
</description>
</method>
<method name="animation_get_next" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<description>
Returns the name of the next animation in the queue.
</description>
</method>
<method name="animation_set_next">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes.
</description>
</method>
<method name="clear_caches">
<return type="void">
</return>
<description>
[AnimationPlayer] caches animated nodes. It may not notice if a node disappears; [method clear_caches] forces it to update the cache again.
</description>
</method>
<method name="clear_queue">
<return type="void">
</return>
<description>
Clears all queued, unplayed animations.
</description>
</method>
<method name="find_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="animation" type="Animation">
</argument>
<description>
Returns the name of [code]animation[/code] or empty string if not found.
</description>
</method>
<method name="get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found.
</description>
</method>
<method name="get_animation_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
Returns the list of stored animation names.
</description>
</method>
<method name="get_blend_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Gets the blend time (in seconds) between two animations, referenced by their names.
</description>
</method>
<method name="get_playing_speed" qualifiers="const">
<return type="float">
</return>
<description>
Gets the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method.
</description>
</method>
<method name="get_queue">
<return type="PoolStringArray">
</return>
<description>
</description>
</method>
<method name="has_animation" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with key [code]name[/code].
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if playing an animation.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<argument index="2" name="custom_speed" type="float" default="1.0">
</argument>
<argument index="3" name="from_end" type="bool" default="false">
</argument>
<description>
Plays the animation with key [code]name[/code]. Custom speed and blend times can be set. If [code]custom_speed[/code] is negative and [code]from_end[/code] is [code]true[/code], the animation will play backwards.
If the animation has been paused by [method stop], it will be resumed. Calling [method play] without arguments will also resume the animation.
</description>
</method>
<method name="play_backwards">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<description>
Plays the animation with key [code]name[/code] in reverse.
If the animation has been paused by [code]stop(true)[/code], it will be resumed backwards. Calling [code]play_backwards()[/code] without arguments will also resume the animation backwards.
</description>
</method>
<method name="queue">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Queues an animation for playback once the current one is done.
</description>
</method>
<method name="remove_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Removes the animation with key [code]name[/code].
</description>
</method>
<method name="rename_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="newname" type="String">
</argument>
<description>
Renames an existing animation with key [code]name[/code] to [code]newname[/code].
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="seconds" type="float">
</argument>
<argument index="1" name="update" type="bool" default="false">
</argument>
<description>
Seeks 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. Events between the current frame and [code]seconds[/code] are skipped.
</description>
</method>
<method name="set_blend_time">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<argument index="2" name="sec" type="float">
</argument>
<description>
Specifies a blend time (in seconds) between two animations, referenced by their names.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<argument index="0" name="reset" type="bool" default="true">
</argument>
<description>
Stops the currently playing animation. If [code]reset[/code] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code].
If [code]reset[/code] is [code]false[/code], then calling [method play] without arguments or [code]play("same_as_before")[/code] will resume the animation. Works the same for the [method play_backwards].
</description>
</method>
</methods>
<members>
<member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation">
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].
</member>
<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay">
The name of the animation to play when the scene loads. Default value: [code]""[/code].
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation">
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].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently being played animation.
</member>
<member name="current_animation_position" type="float" setter="" getter="get_current_animation_position">
The position (in seconds) of the currently playing animation.
</member>
<member name="method_call_mode" type="int" setter="set_method_call_mode" getter="get_method_call_mode" enum="AnimationPlayer.AnimationMethodCallMode">
The call mode to use for Call Method tracks. Default value: [constant ANIMATION_METHOD_CALL_DEFERRED].
</member>
<member name="playback_active" type="bool" setter="set_active" getter="is_active">
If [code]true[/code], updates animations in response to process-related notifications. Default value: [code]true[/code].
</member>
<member name="playback_default_blend_time" type="float" setter="set_default_blend_time" getter="get_default_blend_time">
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code].
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode">
The process notification in which to update animations. Default value: [constant ANIMATION_PROCESS_IDLE].
</member>
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale">
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].
</member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root">
The node from which node path references will travel. Default value: [code]".."[/code].
</member>
</members>
<signals>
<signal name="animation_changed">
<argument index="0" name="old_name" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
If the currently being played animation changes, this signal will notify of such change.
</description>
</signal>
<signal name="animation_finished">
<argument index="0" name="anim_name" type="String">
</argument>
<description>
Notifies when an animation finished playing.
</description>
</signal>
<signal name="animation_started">
<argument index="0" name="anim_name" type="String">
</argument>
<description>
Notifies when an animation starts playing.
</description>
</signal>
<signal name="caches_cleared">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
Process animation during the physics process. This is especially useful when animating physics bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
Process animation during the idle process.
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
Do not process animation. Use [method advance] to process the animation manually.
</constant>
<constant name="ANIMATION_METHOD_CALL_DEFERRED" value="0" enum="AnimationMethodCallMode">
Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.
</constant>
<constant name="ANIMATION_METHOD_CALL_IMMEDIATE" value="1" enum="AnimationMethodCallMode">
Make method calls immediately when reached in the animation.
</constant>
</constants>
</class>