Animation Class |
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
# This creates an animation that makes the node "Enemy" move to the right by # 100 pixels in 0.5 seconds. var animation = Animation.new() var track_index = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) animation.track_insert_key(track_index, 0.5, 100)
Animations are just data containers, and must be added to nodes such as an AnimationPlayer or AnimationTreePlayer to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check AnimationTrackType to see available types.
Namespace: Godot
public class Animation : Resource
The Animation type exposes the following members.
Name | Description | |
---|---|---|
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
Length | The total length of the animation (in seconds). Note: Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping. | |
Loop | A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation. | |
NativeInstance | (Inherited from Object.) | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
Step | The animation step value. |
Name | Description | |
---|---|---|
_Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. | |
_GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
_Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. | |
_Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. | |
_SetupLocalToScene | Virtual function which can be overridden to customize the behavior value of SetupLocalToScene. | |
AddTrack | Adds a track to the Animation. | |
AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. | |
AnimationTrackGetKeyAnimation | Returns the animation name at the key identified by key_idx. The track_idx must be the index of an Animation Track. | |
AnimationTrackInsertKey | Inserts a key with value animation at the given time (in seconds). The track_idx must be the index of an Animation Track. | |
AnimationTrackSetKeyAnimation | Sets the key identified by key_idx to value animation. The track_idx must be the index of an Animation Track. | |
AudioTrackGetKeyEndOffset | Returns the end offset of the key identified by key_idx. The track_idx must be the index of an Audio Track. End offset is the number of seconds cut off at the ending of the audio stream. | |
AudioTrackGetKeyStartOffset | Returns the start offset of the key identified by key_idx. The track_idx must be the index of an Audio Track. Start offset is the number of seconds cut off at the beginning of the audio stream. | |
AudioTrackGetKeyStream | Returns the audio stream of the key identified by key_idx. The track_idx must be the index of an Audio Track. | |
AudioTrackInsertKey | Inserts an Audio Track key at the given time in seconds. The track_idx must be the index of an Audio Track. stream is the AudioStream resource to play. start_offset is the number of seconds cut off at the beginning of the audio stream, while end_offset is at the ending. | |
AudioTrackSetKeyEndOffset | Sets the end offset of the key identified by key_idx to value offset. The track_idx must be the index of an Audio Track. | |
AudioTrackSetKeyStartOffset | Sets the start offset of the key identified by key_idx to value offset. The track_idx must be the index of an Audio Track. | |
AudioTrackSetKeyStream | Sets the stream of the key identified by key_idx to value stream. The track_idx must be the index of an Audio Track. | |
BezierTrackGetKeyInHandle | Returns the in handle of the key identified by key_idx. The track_idx must be the index of a Bezier Track. | |
BezierTrackGetKeyOutHandle | Returns the out handle of the key identified by key_idx. The track_idx must be the index of a Bezier Track. | |
BezierTrackGetKeyValue | Returns the value of the key identified by key_idx. The track_idx must be the index of a Bezier Track. | |
BezierTrackInsertKey | Inserts a Bezier Track key at the given time in seconds. The track_idx must be the index of a Bezier Track. in_handle is the left-side weight of the added Bezier curve point, out_handle is the right-side one, while value is the actual value at this point. | |
BezierTrackInterpolate | Returns the interpolated value at the given time (in seconds). The track_idx must be the index of a Bezier Track. | |
BezierTrackSetKeyInHandle | Sets the in handle of the key identified by key_idx to value in_handle. The track_idx must be the index of a Bezier Track. | |
BezierTrackSetKeyOutHandle | Sets the out handle of the key identified by key_idx to value out_handle. The track_idx must be the index of a Bezier Track. | |
BezierTrackSetKeyValue | Sets the value of the key identified by key_idx to the given value. The track_idx must be the index of a Bezier Track. | |
Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Clear | Clear the animation (clear all tracks and reset all). | |
Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) | |
CopyTrack | Adds a new track that is a copy of the given track from to_animation. | |
Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. | |
Dispose | (Inherited from Object.) | |
Dispose(Boolean) | (Inherited from Object.) | |
Duplicate | Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. | |
EmitChanged | Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to: emit_signal("changed") Note: This method is called automatically for built-in resources. | |
EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
FindTrack | Returns the index of the specified track. If the track is not found, return -1. | |
Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. | |
Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
GetClass | Returns the object's class as a String. | |
GetHashCode | (Inherited from Object.) | |
GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. | |
GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". | |
GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. | |
GetLength | Obsolete. | |
GetLocalScene | If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetName | Obsolete. (Inherited from Resource.) | |
GetPath | Obsolete. (Inherited from Resource.) | |
GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
GetRid | Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetStep | Obsolete. | |
GetTrackCount | Returns the amount of tracks in the animation. | |
GetType | (Inherited from Object.) | |
HasLoop | Obsolete. | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasSignal | Returns true if the given signal exists. | |
HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. | |
InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. | |
IsBlockingSignals | Returns true if signal emission blocking is enabled. | |
IsClass | Returns true if the object inherits from the given class. | |
IsConnected | Returns true if a connection exists for a given signal, target, and method. | |
IsLocalToScene | Obsolete. (Inherited from Resource.) | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
MemberwiseClone | (Inherited from Object.) | |
MethodTrackGetKeyIndices | Returns all the key indices of a method track, given a position and delta time. | |
MethodTrackGetName | Returns the method name of a method track. | |
MethodTrackGetParams | Returns the arguments values to be called on a method track for a given key in a given track. | |
Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. | |
PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. | |
Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
RemoveTrack | Removes a track by specifying the track index. | |
Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) | |
SetLength | Obsolete. | |
SetLocalToScene | Obsolete. (Inherited from Resource.) | |
SetLoop | Obsolete. | |
SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. | |
SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". | |
SetName | Obsolete. (Inherited from Resource.) | |
SetPath | Obsolete. (Inherited from Resource.) | |
SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. | |
SetStep | Obsolete. | |
SetupLocalToScene | This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport. | |
TakeOverPath | Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path. | |
ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) | |
ToString | (Inherited from Object.) | |
Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). | |
TrackFindKey | Finds the key index by time in a given track. Optionally, only find it if the exact time is given. | |
TrackGetInterpolationLoopWrap | Returns true if the track at idx wraps the interpolation loop. New tracks wrap the interpolation loop by default. | |
TrackGetInterpolationType | Returns the interpolation type of a given track. | |
TrackGetKeyCount | Returns the amount of keys in a given track. | |
TrackGetKeyTime | Returns the time at which the key is located. | |
TrackGetKeyTransition | Returns the transition curve (easing) for a specific key (see the built-in math function @GDScript.ease). | |
TrackGetKeyValue | Returns the value of a given key in a given track. | |
TrackGetPath | Gets the path of a track. For more information on the path format, see TrackSetPath(Int32, NodePath). | |
TrackGetType | Gets the type of a track. | |
TrackInsertKey | Insert a generic key in a given track. | |
TrackIsEnabled | Returns true if the track at index idx is enabled. | |
TrackIsImported | Returns true if the given track is imported. Else, return false. | |
TrackMoveDown | Moves a track down. | |
TrackMoveTo | Changes the index position of track idx to the one defined in to_idx. | |
TrackMoveUp | Moves a track up. | |
TrackRemoveKey | Removes a key by index in a given track. | |
TrackRemoveKeyAtPosition | Removes a key by position (seconds) in a given track. | |
TrackSetEnabled | Enables/disables the given track. Tracks are enabled by default. | |
TrackSetImported | Sets the given track as imported or not. | |
TrackSetInterpolationLoopWrap | If true, the track at idx wraps the interpolation loop. | |
TrackSetInterpolationType | Sets the interpolation type of a given track. | |
TrackSetKeyTime | Sets the time of an existing key. | |
TrackSetKeyTransition | Sets the transition curve (easing) for a specific key (see the built-in math function @GDScript.ease). | |
TrackSetKeyValue | Sets the value of an existing key. | |
TrackSetPath | Sets the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". For example, "character/skeleton:ankle" or "character/mesh:transform/local". | |
TrackSwap | Swaps the track idx's index position with the track with_idx. | |
TransformTrackInsertKey | Insert a transform key for a transform track. | |
TransformTrackInterpolate | ||
Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. | |
ValueTrackGetKeyIndices | Returns all the key indices of a value track, given a position and delta time. | |
ValueTrackGetUpdateMode | Returns the update mode of a value track. | |
ValueTrackInterpolate | Returns the interpolated value at the given time (in seconds). The track_idx must be the index of a value track. | |
ValueTrackSetUpdateMode | Sets the update mode (see AnimationUpdateMode) of a value track. |