An animation player is used for general-purpose playback of godot.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.
godot.AnimationPlayer
is more suited than godot.Tween
for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an godot.AnimationPlayer
node thanks to the animation tools provided by the editor. That particular example can also be implemented with a godot.Tween
node, but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
Constructor
Variables
assignedAnimation:String
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 godot.AnimationPlayer.currentAnimation
.
currentAnimation:String
The name 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 godot.AnimationPlayer.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 godot.Animation
.
read onlycurrentAnimationLength:Single
The length (in seconds) of the currently being played animation.
read onlycurrentAnimationPosition:Single
The position (in seconds) of the currently playing animation.
read onlyonAnimationChanged:Signal<(oldName:String, newName:String) ‑> Void>
animation_changed
signal.
playbackDefaultBlendTime:Single
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
playbackProcessMode:AnimationPlayer_AnimationProcessMode
The process notification in which to update animations.
playbackSpeed:Single
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.
resetOnSave:Bool
This is used by the editor. If set to true
, the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
Methods
addAnimation(name:String, animation:Animation):Error
Adds animation
to the player accessible with the key name
.
advance(delta:Single):Void
Shifts position in the animation timeline and immediately updates the animation. delta
is the time in seconds to shift. Events between the current frame and delta
are handled.
animationSetNext(animFrom:String, animTo:String):Void
Triggers the anim_to
animation when the anim_from
animation completes.
clearCaches():Void
godot.AnimationPlayer
caches animated nodes. It may not notice if a node disappears; godot.AnimationPlayer.clearCaches
forces it to update the cache again.
findAnimation(animation:Animation):String
Returns the name of animation
or an empty string if not found.
getBlendTime(animFrom:String, animTo:String):Single
Gets the blend time (in seconds) between two animations, referenced by their names.
getPlayingSpeed():Single
Gets the actual playing speed of current animation or 0 if not playing. This speed is the godot.AnimationPlayer.playbackSpeed
property multiplied by custom_speed
argument specified when calling the godot.AnimationPlayer.play
method.
inlinegetQueue():Array<String>
Returns a list of the animation names that are currently queued to play.
hasAnimation(name:String):Bool
Returns true
if the godot.AnimationPlayer
stores an godot.Animation
with key name
.
play(?name:String, ?customBlend:Single, ?customSpeed:Single, ?fromEnd:Bool):Void
Plays the animation with key name
. Custom blend times and speed can be set. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling godot.AnimationPlayer.playBackwards
).
The godot.AnimationPlayer
keeps track of its current or last played animation with godot.AnimationPlayer.assignedAnimation
. 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, or restart if it was stopped (see godot.AnimationPlayer.stop
for both pause and stop). If the animation was already playing, it will keep playing.
Note: The animation will be updated the next time the godot.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)
.
playBackwards(?name:String, ?customBlend:Single):Void
Plays the animation with key name
in reverse.
This method is a shorthand for godot.AnimationPlayer.play
with custom_speed = -1.0
and from_end = true
, so see its description for more information.
queue(name:String):Void
Queues an animation for playback once the current one is done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
renameAnimation(name:String, newname:String):Void
Renames an existing animation with key name
to newname
.
seek(seconds:Single, ?update:Bool):Void
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.
setBlendTime(animFrom:String, animTo:String, sec:Single):Void
Specifies a blend time (in seconds) between two animations, referenced by their names.
stop(?reset:Bool):Void
Stops or pauses the currently playing animation. If reset
is true
, the animation position is reset to 0
and the playback speed is reset to 1.0
.
If reset
is false
, the godot.AnimationPlayer.currentAnimationPosition
will be kept and calling godot.AnimationPlayer.play
or godot.AnimationPlayer.playBackwards
without arguments or with the same animation name as godot.AnimationPlayer.assignedAnimation
will resume the animation.