Up to date
This page is up to date for Redot 4.3
.
If you still find outdated information, please create an issue.
AnimationPlayer¶
Inherits: AnimationMixer < Node < Object
A node used for animation playback.
Description¶
An animation player is used for general-purpose playback of animations. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.
Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run"
. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
AnimationPlayer is better-suited than Tween for more complex animations, for example ones with non-trivial timings. It can also be used over Tween if the animation track editor is more convenient than doing it in code.
Updating the target properties of animations occurs at the process frame.
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
animation_get_next(animation_from: StringName) const |
|
void |
animation_set_next(animation_from: StringName, animation_to: StringName) |
void |
|
get_blend_time(animation_from: StringName, animation_to: StringName) const |
|
get_method_call_mode() const |
|
get_playing_speed() const |
|
get_process_callback() const |
|
get_root() const |
|
is_playing() const |
|
void |
pause() |
void |
play(name: StringName = &"", custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false) |
void |
play_backwards(name: StringName = &"", custom_blend: float = -1) |
void |
play_with_capture(name: StringName = &"", duration: float = -1.0, custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false, trans_type: TransitionType = 0, ease_type: EaseType = 0) |
void |
queue(name: StringName) |
void |
seek(seconds: float, update: bool = false, update_only: bool = false) |
void |
set_blend_time(animation_from: StringName, animation_to: StringName, sec: float) |
void |
|
void |
|
void |
|
void |
Signals¶
animation_changed(old_name: StringName, new_name: StringName) 🔗
Emitted when a queued animation plays after the previous animation finished. See also queue.
Note: The signal is not emitted when the animation is changed via play or by an AnimationTree.
current_animation_changed(name: String) 🔗
Emitted when current_animation changes.
Enumerations¶
enum AnimationProcessCallback: 🔗
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS.
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE.
AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL.
enum AnimationMethodCallMode: 🔗
AnimationMethodCallMode ANIMATION_METHOD_CALL_DEFERRED = 0
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED.
AnimationMethodCallMode ANIMATION_METHOD_CALL_IMMEDIATE = 1
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE.
Property Descriptions¶
If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.
The key of the animation to play when the scene loads.
String current_animation = ""
🔗
The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See play for more information on playing animations.
Note: While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.
float current_animation_length 🔗
float get_current_animation_length()
The length (in seconds) of the currently playing animation.
float current_animation_position 🔗
float get_current_animation_position()
The position (in seconds) of the currently playing animation.
bool movie_quit_on_finish = false
🔗
If true
and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.
Note: This obeys the same logic as the AnimationMixer.animation_finished signal, so it will not quit the engine if the animation is set to be looping.
bool playback_auto_capture = true
🔗
If true
, performs AnimationMixer.capture before playback automatically. This means just play_with_capture is executed with default arguments instead of play.
Note: Capture interpolation is only performed if the animation contains a capture track. See also Animation.UPDATE_CAPTURE.
float playback_auto_capture_duration = -1.0
🔗
See also play_with_capture and AnimationMixer.capture.
If playback_auto_capture_duration is negative value, the duration is set to the interval between the current position and the first key.
EaseType playback_auto_capture_ease_type = 0
🔗
The ease type of the capture interpolation. See also EaseType.
TransitionType playback_auto_capture_transition_type = 0
🔗
void set_auto_capture_transition_type(value: TransitionType)
TransitionType get_auto_capture_transition_type()
The transition type of the capture interpolation. See also TransitionType.
float playback_default_blend_time = 0.0
🔗
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
The speed scaling ratio. For example, 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.
If set to a negative value, the animation is played in reverse. If set to 0
, the animation will not advance.
Method Descriptions¶
StringName animation_get_next(animation_from: StringName) const 🔗
Returns the key of the animation which is queued to play after the animation_from
animation.
void animation_set_next(animation_from: StringName, animation_to: StringName) 🔗
Triggers the animation_to
animation when the animation_from
animation completes.
void clear_queue() 🔗
Clears all queued, unplayed animations.
float get_blend_time(animation_from: StringName, animation_to: StringName) const 🔗
Returns the blend time (in seconds) between two animations, referenced by their keys.
AnimationMethodCallMode get_method_call_mode() const 🔗
Deprecated: Use AnimationMixer.callback_mode_method instead.
Returns the call mode used for "Call Method" tracks.
float get_playing_speed() const 🔗
Returns the actual playing speed of current animation or 0
if not playing. This speed is the speed_scale property multiplied by custom_speed
argument specified when calling the play method.
Returns a negative value if the current animation is playing backwards.
AnimationProcessCallback get_process_callback() const 🔗
Deprecated: Use AnimationMixer.callback_mode_process instead.
Returns the process notification in which to update animations.
PackedStringArray get_queue() 🔗
Returns a list of the animation keys that are currently queued to play.
Deprecated: Use AnimationMixer.root_node instead.
Returns the node which node path references will travel from.
Returns true
if an animation is currently playing (even if speed_scale and/or custom_speed
are 0
).
void pause() 🔗
Pauses the currently playing animation. The current_animation_position will be kept and calling play or play_backwards without arguments or with the same animation name as assigned_animation will resume the animation.
See also stop.
void play(name: StringName = &"", custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false) 🔗
Plays the animation with key name
. Custom blend times and speed can be set.
The from_end
option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling play_backwards).
The AnimationPlayer keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation name
, or with no name
parameter, the assigned animation will resume playing if it was paused.
Note: The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call advance(0)
.
void play_backwards(name: StringName = &"", custom_blend: float = -1) 🔗
Plays the animation with key name
in reverse.
This method is a shorthand for play with custom_speed = -1.0
and from_end = true
, so see its description for more information.
void play_with_capture(name: StringName = &"", duration: float = -1.0, custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false, trans_type: TransitionType = 0, ease_type: EaseType = 0) 🔗
See also AnimationMixer.capture.
You can use this method to use more detailed options for capture than those performed by playback_auto_capture. When playback_auto_capture is false
, this method is almost the same as the following:
capture(name, duration, trans_type, ease_type)
play(name, custom_blend, custom_speed, from_end)
If name
is blank, it specifies assigned_animation.
If duration
is a negative value, the duration is set to the interval between the current position and the first key, when from_end
is true
, uses the interval between the current position and the last key instead.
Note: The duration
takes speed_scale into account, but custom_speed
does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
void queue(name: StringName) 🔗
Queues an animation for playback once the current animation and all previously queued animations are done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
void seek(seconds: float, update: bool = false, update_only: bool = false) 🔗
Seeks the animation to the seconds
point in time (in seconds). If update
is true
, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds
are skipped.
If update_only
is true
, the method / audio / animation playback tracks will not be processed.
Note: Seeking to the end of the animation doesn't emit AnimationMixer.animation_finished. If you want to skip animation and emit the signal, use AnimationMixer.advance.
void set_blend_time(animation_from: StringName, animation_to: StringName, sec: float) 🔗
Specifies a blend time (in seconds) between two animations, referenced by their keys.
void set_method_call_mode(mode: AnimationMethodCallMode) 🔗
Deprecated: Use AnimationMixer.callback_mode_method instead.
Sets the call mode used for "Call Method" tracks.
void set_process_callback(mode: AnimationProcessCallback) 🔗
Deprecated: Use AnimationMixer.callback_mode_process instead.
Sets the process notification in which to update animations.
void set_root(path: NodePath) 🔗
Deprecated: Use AnimationMixer.root_node instead.
Sets the node which node path references will travel from.
void stop(keep_state: bool = false) 🔗
Stops the currently playing animation. The animation position is reset to 0
and the custom_speed
is reset to 1.0
. See also pause.
If keep_state
is true
, the animation state is not updated visually.
Note: The method / audio / animation playback tracks will not be processed by this method.