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. https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html https://docs.godotengine.org/en/latest/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. Events between the current frame and [code]delta[/code] are handled. 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. [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 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. Gets the blend time (in seconds) between two animations, referenced by their names. Gets 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 [AnimationPlayer] stores an [Animation] with key [code]name[/code]. Returns [code]true[/code] if playing an animation. Plays the animation with key [code]name[/code]. Custom speed and blend times can be set. If [code]custom_speed[/code] is negative and [code]from_end[/code] is [code]true[/code], the animation will play backwards. If the animation has been paused by [method stop], it will be resumed. Calling [method play] without arguments will also resume the animation. Plays the animation with key [code]name[/code] in reverse. If the animation has been paused by [code]stop(true)[/code], it will be resumed backwards. Calling [code]play_backwards()[/code] without arguments will also resume the animation backwards. 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 animation with key [code]name[/code]. Renames an existing animation with key [code]name[/code] to [code]newname[/code]. Seeks 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. Events between the current frame and [code]seconds[/code] are skipped. Specifies a blend time (in seconds) between two animations, referenced by their names. Stops the currently playing animation. If [code]reset[/code] 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 [code]reset[/code] is [code]false[/code], then calling [method play] without arguments or [code]play("same_as_before")[/code] will resume the animation. Works the same for the [method play_backwards]. 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. The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. The length (in seconds) of the currently being played animation. The position (in seconds) of the currently playing animation. The call mode to use for Call Method tracks. 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. The node from which node path references will travel. 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 [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.