Adds animation to the player accessible with the key name.
Shifts position in the animation timeline and immediately updates the animation. delta is the time in seconds to shift. Events between the current frame and delta are handled.
Returns the name of the next animation in the queue.
Triggers the anim_to animation when the anim_from animation completes.
AnimationPlayer caches animated nodes. It may not notice if a node disappears; clearCaches forces it to update the cache again.
Clears all queued, unplayed animations.
Returns the name of animation or an empty string if not found.
Returns the Animation with key name or null 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 playbackSpeed property multiplied by custom_speed argument specified when calling the play method.
Returns a list of the animation names that are currently queued to play.
Returns true if the AnimationPlayer stores an Animation with key name.
Returns true if playing an animation.
Plays the animation with key name. Custom blend times and speed can be set. If custom_speed is negative and from_end is true, the animation will play backwards (which is equivalent to calling playBackwards). The AnimationPlayer keeps track of its current or last played animation with assignedAnimation. 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, or restart if it was stopped (see stop for both pause and stop). If the animation was already playing, it will keep playing. 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).
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.
Queues an animation for playback once the current one is done. Note: 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 name.
Renames an existing animation with key name to newname.
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.
Specifies a blend time (in seconds) between two animations, referenced by their names.
Stops or pauses the currently playing animation. If reset is true, the animation position is reset to 0 and the playback speed is reset to 1.0. If reset is false, the currentAnimationPosition will be kept and calling play or playBackwards without arguments or with the same animation name as assignedAnimation will resume the animation.
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 currentAnimation.
The name of the animation to play when the scene loads.
The name 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.
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 true, 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.
Construct a new instance of AnimationPlayer. Note: use memnew!AnimationPlayer instead.
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. AnimationPlayer is more suited than Tween for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an AnimationPlayer node thanks to the animation tools provided by the editor. That particular example can also be implemented with a Tween node, but it requires doing everything by code. Updating the target properties of animations occurs at process time.