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.
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.
Returns the name of the animation played when the scene loads.
Get the blend time (in seconds) between two animations, referenced by their names.
Returns the name of the currently playing animation.
Get the length (in seconds) of the currently playing animation.
Get the position (in seconds) of the currently playing animation.
Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling).
Returns [code]true[/code] if the [code]AnimationPlayer[/code] stores an [Animation] with key [code]name[/code].
Returns true if the player is active.
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 'update' is true, the animation updates too, otherwise it updates at process time.
Set the player as active (playing). If false, it will do nothing.
Set the name of the animation that will be automatically played when the scene is loaded.
Specify a blend time (in seconds) between two animations, referenced by their names.
Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to calling play().
Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling).
Stop the currently playing animation. If [code]reset[/code] is [code]true[/code], the anim position is reset to [code]0[/code].
Stop playback of animations (deprecated).
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: [enum ANIMATION_PROCESS_IDLE].
The node from which node path references will travel. Default value: [code]".."[/code].
The name of the animation to play when the scene loads. Default value: [code]""[/code].
The speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default value: [code]1[/code].
If [code]true[/code] updates animations in response to process-related notifications. Default value: [code]true[/code].
The name of the current animation. If already playing, restarts the animation. Ensure [member active] is [code]true[/code] to simulate [method play]. Default value: [code]""[/code].
Emitted when the [Animation] with key [member current_anim] is modified.
Emitted when an animation finishes.
Emitted when an animation starts.
Process animation during the physics process. This is especially useful when animating physics bodies.
Process animation during the idle process.