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Diffstat (limited to 'doc/classes/Animation.xml')
-rw-r--r-- | doc/classes/Animation.xml | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 68f0a630ef..9529c60771 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -5,7 +5,8 @@ </brief_description> <description> An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. - [codeblock] + [codeblocks] + [gdscript] # This creates an animation that makes the node "Enemy" move to the right by # 100 pixels in 0.5 seconds. var animation = Animation.new() @@ -13,11 +14,21 @@ animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) animation.track_insert_key(track_index, 0.5, 100) - [/codeblock] + [/gdscript] + [csharp] + // This creates an animation that makes the node "Enemy" move to the right by + // 100 pixels in 0.5 seconds. + var animation = new Animation(); + int trackIndex = animation.AddTrack(Animation.TrackType.Value); + animation.TrackSetPath(trackIndex, "Enemy:position:x"); + animation.TrackInsertKey(trackIndex, 0.0f, 0); + animation.TrackInsertKey(trackIndex, 0.5f, 100); + [/csharp] + [/codeblocks] Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> |