Player of [Animation] resources. An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions. Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. 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 more suited than [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 [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code. Updating the target properties of animations occurs at process time. $DOCS_URL/tutorials/2d/2d_sprite_animation.html $DOCS_URL/tutorials/animation/index.html https://godotengine.org/asset-library/asset/678 Adds [param library] to the animation player, under the key [param name]. Shifts position in the animation timeline and immediately updates the animation. [param delta] is the time in seconds to shift. Events between the current frame and [param delta] are handled. Returns the key of the animation which is queued to play after the [param anim_from] animation. Triggers the [param anim_to] animation when the [param anim_from] animation completes. [AnimationPlayer] caches animated nodes. It may not notice if a node disappears; [method clear_caches] forces it to update the cache again. Clears all queued, unplayed animations. Returns the key of [param animation] or an empty [StringName] if not found. Returns the key for the [AnimationLibrary] that contains [param animation] or an empty [StringName] if not found. Returns the [Animation] with the key [param name]. If the animation does not exist, [code]null[/code] is returned and an error is logged. Returns the first [AnimationLibrary] with key [param name] or [code]null[/code] if not found. Returns the list of stored library keys. Returns the list of stored animation keys. Gets the blend time (in seconds) between two animations, referenced by their keys. Gets the actual playing speed of current animation or 0 if not playing. This speed is the [member playback_speed] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method. Returns a list of the animation keys that are currently queued to play. Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with key [param name]. Returns [code]true[/code] if the [AnimationPlayer] stores an [AnimationLibrary] with key [param name]. Returns [code]true[/code] if playing an animation. Plays the animation with key [param name]. Custom blend times and speed can be set. 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]). The [AnimationPlayer] keeps track of its current or last played animation with [member assigned_animation]. 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, or restart if it was stopped (see [method stop] for both pause and stop). If the animation was already playing, it will keep playing. [b]Note:[/b] The animation will be updated the next time the [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 [code]advance(0)[/code]. 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. Queues an animation for playback once the current one is done. [b]Note:[/b] If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow. Removes the [AnimationLibrary] assosiated with the key [param name]. Moves the [AnimationLibrary] associated with the key [param name] to the key [param newname]. Seeks the animation to the [param seconds] point in time (in seconds). If [param update] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [param seconds] are skipped. [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal animation_finished]. If you want to skip animation and emit the signal, use [method advance]. Specifies a blend time (in seconds) between two animations, referenced by their keys. Stops or pauses the currently playing animation. If [param reset] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. If [param reset] is [code]false[/code], the [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation. If playing, the 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 [member current_animation]. The key of the animation to play when the scene loads. The key 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 [method play] for more information on playing animations. [b]Note:[/b] 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 [Animation]. The length (in seconds) of the currently playing animation. The position (in seconds) of the currently playing animation. The call mode to use for Call Method tracks. If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason. [b]Note:[/b] This obeys the same logic as the [signal animation_finished] signal, so it will not quit the engine if the animation is set to be looping. If [code]true[/code], updates animations in response to process-related notifications. The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. The process notification in which to update animations. 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. This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving. This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation. The node from which node path references will travel. Emitted when a queued animation plays after the previous animation finished. See [method queue]. [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or by an [AnimationTree]. Notifies when an animation finished playing. [b]Note:[/b] This signal is not emitted if an animation is looping. Notifies when an animation starts playing. Notifies when the caches have been cleared, either automatically, or manually via [method clear_caches]. Process animation during the physics process. This is especially useful when animating physics bodies. Process animation during the idle process. Do not process animation. Use [method advance] to process the animation manually. 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. Make method calls immediately when reached in the animation.