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AnimationPlayer

Inherits: Node < Object

A node used for animation playback.

描述

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.

教程

属性

String

assigned_animation

int

audio_max_polyphony

32

String

autoplay

""

String

current_animation

""

float

current_animation_length

float

current_animation_position

AnimationMethodCallMode

method_call_mode

0

bool

movie_quit_on_finish

false

bool

playback_active

float

playback_default_blend_time

0.0

AnimationProcessCallback

playback_process_mode

1

bool

reset_on_save

true

NodePath

root_node

NodePath("..")

float

speed_scale

1.0

Methods

Variant

_post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const

Error

add_animation_library ( StringName name, AnimationLibrary library )

void

advance ( float delta )

StringName

animation_get_next ( StringName anim_from ) const

void

animation_set_next ( StringName anim_from, StringName anim_to )

void

clear_caches ( )

void

clear_queue ( )

StringName

find_animation ( Animation animation ) const

StringName

find_animation_library ( Animation animation ) const

Animation

get_animation ( StringName name ) const

AnimationLibrary

get_animation_library ( StringName name ) const

StringName[]

get_animation_library_list ( ) const

PackedStringArray

get_animation_list ( ) const

float

get_blend_time ( StringName anim_from, StringName anim_to ) const

float

get_playing_speed ( ) const

PackedStringArray

get_queue ( )

bool

has_animation ( StringName name ) const

bool

has_animation_library ( StringName name ) const

bool

is_playing ( ) const

void

pause ( )

void

play ( StringName name="", float custom_blend=-1, float custom_speed=1.0, bool from_end=false )

void

play_backwards ( StringName name="", float custom_blend=-1 )

void

queue ( StringName name )

void

remove_animation_library ( StringName name )

void

rename_animation_library ( StringName name, StringName newname )

void

seek ( float seconds, bool update=false )

void

set_blend_time ( StringName anim_from, StringName anim_to, float sec )

void

stop ( bool keep_state=false )


信号

animation_changed ( StringName old_name, StringName new_name )

Emitted when a queued animation plays after the previous animation finished. See queue.

Note: The signal is not emitted when the animation is changed via play or by an AnimationTree.


animation_finished ( StringName anim_name )

Notifies when an animation finished playing.

Note: This signal is not emitted if an animation is looping.


animation_libraries_updated ( )

Notifies when the animation libraries have changed.


animation_list_changed ( )

Notifies when an animation list is changed.


animation_started ( StringName anim_name )

Notifies when an animation starts playing.


caches_cleared ( )

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.


Enumerations

enum AnimationProcessCallback:

AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0

Process animation during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS). This is especially useful when animating physics bodies.

AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1

Process animation during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2

Do not process animation. Use advance to process the animation manually.


enum AnimationMethodCallMode:

AnimationMethodCallMode ANIMATION_METHOD_CALL_DEFERRED = 0

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.

AnimationMethodCallMode ANIMATION_METHOD_CALL_IMMEDIATE = 1

Make method calls immediately when reached in the animation.


Property Descriptions

String assigned_animation

  • void set_assigned_animation ( String value )

  • String get_assigned_animation ( )

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.


int audio_max_polyphony = 32