AnimationPlayer
继承: AnimationMixer
< Node
< Object
A node used for animation playback.
描述
An animation player is used for general-purpose playback of animations. It contains a dictionary of AnimationLibrary
resources and custom blend times between animation transitions.
Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run"
. 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 better-suited than Tween
for more complex animations, for example ones with non-trivial timings. It can also be used over Tween
if the animation track editor is more convenient than doing it in code.
Updating the target properties of animations occurs at the process frame.
属性
方法
StringName | animation_get_next ( animation_from: StringName ) const1 |
void | animation_set_next ( animation_from: StringName , animation_to: StringName ) |
void | clear_queue ( ) |
float | get_blend_time ( animation_from: StringName , animation_to: StringName ) const1 |
AnimationMethodCallMode | get_method_call_mode ( ) const1 |
float | get_playing_speed ( ) const1 |
AnimationProcessCallback | get_process_callback ( ) const1 |
PackedStringArray | get_queue ( ) |
NodePath | get_root ( ) const1 |
float | get_section_end_time ( ) const1 |
float | get_section_start_time ( ) const1 |
bool | has_section ( ) const1 |
bool | is_playing ( ) const1 |
void | pause ( ) |
void | play ( name: StringName = &"", custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false ) |
void | play_backwards ( name: StringName = &"", custom_blend: float = -1 ) |
void | play_section ( name: StringName = &"", start_time: float = -1, end_time: float = -1, custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false ) |
void | play_section_backwards ( name: StringName = &"", start_time: float = -1, end_time: float = -1, custom_blend: float = -1 ) |
void | play_section_with_markers ( name: StringName = &"", start_marker: StringName = &"", end_marker: StringName = &"", custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false ) |
void | play_section_with_markers_backwards ( name: StringName = &"", start_marker: StringName = &"", end_marker: StringName = &"", custom_blend: float = -1 ) |
void | play_with_capture ( name: StringName = &"", duration: float = -1.0, custom_blend: float = -1, custom_speed: float = 1.0, from_end: bool = false, trans_type: TransitionType = 0, ease_type: EaseType = 0 ) |
void | queue ( name: StringName ) |
void | reset_section ( ) |
void | seek ( seconds: float , update: bool = false, update_only: bool = false ) |
void | set_blend_time ( animation_from: StringName , animation_to: StringName , sec: float ) |
void | set_method_call_mode ( mode: AnimationMethodCallMode ) |
void | set_process_callback ( mode: AnimationProcessCallback ) |
void | set_root ( path: NodePath ) |
void | set_section ( start_time: float = -1, end_time: float = -1 ) |
void | set_section_with_markers ( start_marker: StringName = &"", end_marker: StringName = &"" ) |
void | stop ( keep_state: bool = false ) |
信号
animation_changed ( old_name: StringName
, new_name: StringName
)
Emitted when a queued animation plays after the previous animation finished. See also queue
.
Note: The signal is not emitted when the animation is changed via play
or by an AnimationTree
.
current_animation_changed ( name: String
)
Emitted when current_animation
changes.
枚举
enum AnimationProcessCallback:
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0
已弃用: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS
.
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
已弃用: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE
.
AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2
已弃用: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL
.
enum AnimationMethodCallMode:
AnimationMethodCallMode ANIMATION_METHOD_CALL_DEFERRED = 0
已弃用: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED
.
AnimationMethodCallMode ANIMATION_METHOD_CALL_IMMEDIATE = 1
已弃用: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE
.
属性说明
String
assigned_animation
If playing, 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 current_animation
.
String
autoplay = ""
The key of the animation to play when the scene loads.
String
current_animation = ""
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 play
for more information on playing animations.
Note: 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
.
float
current_animation_length
float
get_current_animation_length ( )
The length (in seconds) of the currently playing animation.
float
current_animation_position
float
get_current_animation_position ( )
The position (in seconds) of the currently playing animation.
bool
movie_quit_on_finish = false
If true
and the engine is running in Movie Maker mode (see MovieWriter
), exits the engine with SceneTree.quit
as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.
Note: This obeys the same logic as the AnimationMixer.animation_finished
signal, so it will not quit the engine if the animation is set to be looping.
bool
playback_auto_capture = true
If true
, performs AnimationMixer.capture
before playback automatically. This means just play_with_capture
is executed with default arguments instead of play
.
Note: Capture interpolation is only performed if the animation contains a capture track. See also Animation.UPDATE_CAPTURE
.
float
playback_auto_capture_duration = -1.0
See also play_with_capture
and AnimationMixer.capture
.
If playback_auto_capture_duration
is negative value, the duration is set to the interval between the current position and the first key.
EaseType playback_auto_capture_ease_type = 0
The ease type of the capture interpolation. See also EaseType.
TransitionType playback_auto_capture_transition_type = 0
void
set_auto_capture_transition_type ( value: TransitionType )- TransitionType get_auto_capture_transition_type ( )
The transition type of the capture interpolation. See also TransitionType.
float
playback_default_blend_time = 0.0
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
float
speed_scale = 1.0
The speed scaling ratio. For example, 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.
If set to a negative value, the animation is played in reverse. If set to 0
, the animation will not advance.
方法说明
StringName
animation_get_next ( animation_from: StringName
) const1
Returns the key of the animation which is queued to play after the animation_from
animation.
void
animation_set_next ( animation_from: StringName
, animation_to: StringName
)
Triggers the animation_to
animation when the animation_from
animation completes.
void
clear_queue ( )
Clears all queued, unplayed animations.
float
get_blend_time ( animation_from: StringName
, animation_to: StringName
) const1
Returns the blend time (in seconds) between two animations, referenced by their keys.
AnimationMethodCallMode get_method_call_mode ( ) const1
已弃用: Use AnimationMixer.callback_mode_method
instead.
Returns the call mode used for "Call Method" tracks.
float
get_playing_speed ( ) const1
Returns the actual playing speed of current animation or 0
if not playing. This speed is the speed_scale
property multiplied by custom_speed
argument specified when calling the play
method.
Returns a negative value if the current animation is playing backwards.
AnimationProcessCallback get_process_callback ( ) const1
已弃用: Use AnimationMixer.callback_mode_process
instead.
Returns the process notification in which to update animations.
PackedStringArray
get_queue ( )
Returns a list of the animation keys that are currently queued to play.
已弃用: Use AnimationMixer.root_node
instead.
Returns the node which node path references will travel from.
float
get_section_end_time ( ) const1
Returns the end time of the section currently being played.
float
get_section_start_time ( ) const1
Returns the start time of the section currently being played.
Returns true
if an animation is currently playing with section.
Returns true
if an animation is currently playing (even if speed_scale
and/or custom_speed
are 0
).
void
pause ( )
Pauses the currently playing animation. The current_animation_position
will be kept and calling play
or play_backwards
without arguments or with the same animation name as assigned_animation
will resume the animation.
See also stop
.
void
play ( name: StringName
= &"", custom_blend: float
= -1, custom_speed: float
= 1.0, from_end: bool
= false )
Plays the animation with key name
. Custom blend times and speed can be set.
The from_end
option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling play_backwards
).
The AnimationPlayer keeps track of its current or last played animation with assigned_animation
. If this method is called with that same animation name
, or with no name
parameter, the assigned animation will resume playing if it was paused.
Note: 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 advance(0)
.
void
play_backwards ( name: StringName
= &"", custom_blend: float
= -1 )
Plays the animation with key name
in reverse.
This method is a shorthand for play
with custom_speed = -1.0
and from_end = true
, so see its description for more information.
void
play_section ( name: StringName
= &"", start_time: float
= -1, end_time: float
= -1, custom_blend: float
= -1, custom_speed: float
= 1.0, from_end: bool
= false )
Plays the animation with key name
and the section starting from start_time
and ending on end_time
. See also play
.
Setting start_time
to a value outside the range of the animation means the start of the animation will be used instead, and setting end_time
to a value outside the range of the animation means the end of the animation will be used instead. start_time
cannot be equal to end_time
.
void
play_section_backwards ( name: StringName
= &"", start_time: float
= -1, end_time: float
= -1, custom_blend: float
= -1 )
Plays the animation with key name
and the section starting from start_time
and ending on end_time
in reverse.
This method is a shorthand for play_section
with custom_speed = -1.0
and from_end = true
, see its description for more information.
void
play_section_with_markers ( name: StringName
= &"", start_marker: StringName
= &"", end_marker: StringName
= &"", custom_blend: float
= -1, custom_speed: float
= 1.0, from_end: bool
= false )
Plays the animation with key name
and the section starting from start_marker
and ending on end_marker
.
If the start marker is empty, the section starts from the beginning of the animation. If the end marker is empty, the section ends on the end of the animation. See also play
.
void
play_section_with_markers_backwards ( name: StringName
= &"", start_marker: StringName
= &"", end_marker: StringName
= &"", custom_blend: float
= -1 )
Plays the animation with key name
and the section starting from start_marker
and ending on end_marker
in reverse.
This method is a shorthand for play_section_with_markers
with custom_speed = -1.0
and from_end = true
, see its description for more information.
void
play_with_capture ( name: StringName
= &"", duration: float
= -1.0, custom_blend: float
= -1, custom_speed: float
= 1.0, from_end: bool
= false, trans_type: TransitionType = 0, ease_type: EaseType = 0 )
See also AnimationMixer.capture
.
You can use this method to use more detailed options for capture than those performed by playback_auto_capture
. When playback_auto_capture
is false
, this method is almost the same as the following:
capture(name, duration, trans_type, ease_type)
play(name, custom_blend, custom_speed, from_end)
If name
is blank, it specifies assigned_animation
.
If duration
is a negative value, the duration is set to the interval between the current position and the first key, when from_end
is true
, uses the interval between the current position and the last key instead.
Note: The duration
takes speed_scale
into account, but custom_speed
does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
void
queue ( name: StringName
)
Queues an animation for playback once the current animation and all previously queued animations are done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
void
reset_section ( )
Resets the current section if section is set.
void
seek ( seconds: float
, update: bool
= false, update_only: bool
= false )
Seeks the animation to the seconds
point in time (in seconds). If update
is true
, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds
are skipped.
If update_only
is true
, the method / audio / animation playback tracks will not be processed.
Note: Seeking to the end of the animation doesn't emit AnimationMixer.animation_finished
. If you want to skip animation and emit the signal, use AnimationMixer.advance
.
void
set_blend_time ( animation_from: StringName
, animation_to: StringName
, sec: float
)
Specifies a blend time (in seconds) between two animations, referenced by their keys.
void
set_method_call_mode ( mode: AnimationMethodCallMode )
已弃用: Use AnimationMixer.callback_mode_method
instead.
Sets the call mode used for "Call Method" tracks.
void
set_process_callback ( mode: AnimationProcessCallback )
已弃用: Use AnimationMixer.callback_mode_process
instead.
Sets the process notification in which to update animations.
void
set_root ( path: NodePath
)
已弃用: Use AnimationMixer.root_node
instead.
Sets the node which node path references will travel from.
void
set_section ( start_time: float
= -1, end_time: float
= -1 )
Changes the start and end times of the section being played. The current playback position will be clamped within the new section. See also play_section
.
void
set_section_with_markers ( start_marker: StringName
= &"", end_marker: StringName
= &"" )
Changes the start and end markers of the section being played. The current playback position will be clamped within the new section. See also play_section_with_markers
.
If the argument is empty, the section uses the beginning or end of the animation. If both are empty, it means that the section is not set.
void
stop ( keep_state: bool
= false )
Stops the currently playing animation. The animation position is reset to 0
and the custom_speed
is reset to 1.0
. See also pause
.
If keep_state
is true
, the animation state is not updated visually.
Note: The method / audio / animation playback tracks will not be processed by this method.
本方法通常需要用户覆盖才能生效。
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本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
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这个值是由下列位标志构成位掩码的整数。
无返回值。