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125 lines
6.7 KiB
XML
125 lines
6.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite3D" inherits="SpriteBase3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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2D sprite node in 3D world, that can use multiple 2D textures for animation.
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</brief_description>
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<description>
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[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.
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</description>
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<tutorials>
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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</tutorials>
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<methods>
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<method name="get_playing_speed" qualifiers="const">
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<return type="float" />
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<description>
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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.
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Returns a negative value if the current animation is playing backwards.
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</description>
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</method>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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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]).
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</description>
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</method>
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<method name="pause">
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<return type="void" />
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<description>
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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.
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See also [method stop].
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</description>
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</method>
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<method name="play">
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<return type="void" />
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<param index="0" name="name" type="StringName" default="&""" />
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<param index="1" name="custom_speed" type="float" default="1.0" />
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<param index="2" name="from_end" type="bool" default="false" />
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<description>
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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]).
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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.
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</description>
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</method>
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<method name="play_backwards">
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<return type="void" />
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<param index="0" name="name" type="StringName" default="&""" />
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<description>
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Plays the animation with key [param name] in reverse.
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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.
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</description>
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</method>
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<method name="set_frame_and_progress">
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<return type="void" />
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<param index="0" name="frame" type="int" />
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<param index="1" name="progress" type="float" />
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<description>
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Sets [member frame] the [member frame_progress] to the given values. Unlike setting [member frame], this method does not reset the [member frame_progress] to [code]0.0[/code] implicitly.
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[b]Example:[/b] Change the animation while keeping the same [member frame] and [member frame_progress]:
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[codeblocks]
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[gdscript]
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var current_frame = animated_sprite.get_frame()
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var current_progress = animated_sprite.get_frame_progress()
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animated_sprite.play("walk_another_skin")
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animated_sprite.set_frame_and_progress(current_frame, current_progress)
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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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].
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</description>
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</method>
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</methods>
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<members>
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<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"default"">
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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.
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</member>
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<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="""">
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The key of the animation to play when the scene loads.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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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].
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</member>
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<member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
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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].
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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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.
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If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
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</member>
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<member name="sprite_frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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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.
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</member>
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</members>
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<signals>
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<signal name="animation_changed">
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<description>
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Emitted when [member animation] changes.
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</description>
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</signal>
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<signal name="animation_finished">
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<description>
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Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
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[b]Note:[/b] This signal is not emitted if an animation is looping.
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</description>
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</signal>
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<signal name="animation_looped">
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<description>
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Emitted when the animation loops.
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</description>
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</signal>
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<signal name="frame_changed">
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<description>
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Emitted when [member frame] changes.
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</description>
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</signal>
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<signal name="sprite_frames_changed">
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<description>
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Emitted when [member sprite_frames] changes.
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</description>
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</signal>
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</signals>
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</class>
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