godot/doc/classes/AnimatedSprite3D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite3D" inherits="SpriteBase3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member sprite_frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
</tutorials>
<methods>
<method name="get_playing_speed" qualifiers="const">
<return type="float" />
<description>
Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
Returns a negative value if the current animation is playing backwards.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
</description>
</method>
<method name="pause">
<return type="void" />
<description>
Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position.
See also [method stop].
</description>
</method>
<method name="play">
<return type="void" />
<param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="custom_speed" type="float" default="1.0" />
<param index="2" name="from_end" type="bool" default="false" />
<description>
Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
</description>
</method>
<method name="play_backwards">
<return type="void" />
<param index="0" name="name" type="StringName" default="&amp;&quot;&quot;" />
<description>
Plays the animation with key [param name] in reverse.
This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
</description>
</method>
<method name="set_frame_and_progress">
<return type="void" />
<param index="0" name="frame" type="int" />
<param index="1" name="progress" type="float" />
<description>
The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that.
This is useful when you want to carry over the current [member frame_progress] to another [member frame].
[b]Example:[/b]
[codeblocks]
[gdscript]
# Change the animation with keeping the frame index and progress.
var current_frame = animated_sprite.get_frame()
var current_progress = animated_sprite.get_frame_progress()
animated_sprite.play("walk_another_skin")
animated_sprite.set_frame_and_progress(current_frame, current_progress)
[/gdscript]
[/codeblocks]
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
</description>
</method>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;default&quot;">
The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
</member>
<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="&quot;&quot;">
The key of the animation to play when the scene loads.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
The displayed animation frame's index. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
</member>
<member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
</member>
<member name="sprite_frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
</member>
</members>
<signals>
<signal name="animation_changed">
<description>
Emitted when [member animation] changes.
</description>
</signal>
<signal name="animation_finished">
<description>
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
</description>
</signal>
<signal name="animation_looped">
<description>
Emitted when the animation loops.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when [member frame] changes.
</description>
</signal>
<signal name="sprite_frames_changed">
<description>
Emitted when [member sprite_frames] changes.
</description>
</signal>
</signals>
</class>