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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite3D" inherits="SpriteBase3D" version="4.0">
<brief_description>
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
</tutorials>
<methods>
<method name="is_playing" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if an animation is currently being played.
</description>
</method>
<method name="play">
<return type="void" />
<argument index="0" name="anim" type="StringName" default="&""" />
<description>
Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"default"">
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
The displayed animation frame's index.
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
</members>
<signals>
<signal name="animation_finished">
<description>
Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when [member frame] changed.
</description>
</signal>
</signals>
</class>
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