Container and player of [Animation] resources. An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html http://docs.godotengine.org/en/3.0/tutorials/animation/index.html Adds [code]animation[/code] to the player accessible with the key [code]name[/code]. Shifts position in the animation timeline. Delta is the time in seconds to shift. Returns the name of the next animation in the queue. Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes. [code]AnimationPlayer[/code] caches animated nodes. It may not notice if a node disappears, so clear_caches forces it to update the cache again. Clears all queued, unplayed animations. Returns the name of [code]animation[/code] or empty string if not found. Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found. Returns the list of stored animation names. Get the blend time (in seconds) between two animations, referenced by their names. Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method. Returns [code]true[/code] if the [code]AnimationPlayer[/code] stores an [Animation] with key [code]name[/code]. Returns [code]true[/code] if playing an animation. Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards. Play the animation with key [code]name[/code] in reverse. Queue an animation for playback once the current one is done. Remove the animation with key [code]name[/code]. Rename an existing animation with key [code]name[/code] to [code]newname[/code]. Seek the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Specify a blend time (in seconds) between two animations, referenced by their names. Stop the currently playing animation. If [code]reset[/code] is [code]true[/code], the anim position is reset to [code]0[/code]. If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation]. The name of the animation to play when the scene loads. Default value: [code]""[/code]. The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. Default value: [code]""[/code]. The length (in seconds) of the currently being played animation. The position (in seconds) of the currently playing animation. If [code]true[/code], updates animations in response to process-related notifications. Default value: [code]true[/code]. The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code]. The process notification in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code]. 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. Default value: [code]1[/code]. The node from which node path references will travel. Default value: [code]".."[/code]. If the currently being played animation changes, this signal will notify of such change. Notifies when an animation finished playing. Notifies when an animation starts playing. 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 the 'advance' method to process the animation manually.