AnimationPlayer Properties |
The AnimationPlayer type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AssignedAnimation | 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. | |
Autoplay | The name of the animation to play when the scene loads. | |
CurrentAnimation | 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(String, Single, Single, Boolean) 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. | |
CurrentAnimationLength | The length (in seconds) of the currently being played animation. | |
CurrentAnimationPosition | The position (in seconds) of the currently playing animation. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
MethodCallMode | The call mode to use for Call Method tracks. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
PlaybackActive | If true, updates animations in response to process-related notifications. | |
PlaybackDefaultBlendTime | The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. | |
PlaybackProcessMode | The process notification in which to update animations. | |
PlaybackSpeed | 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. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
RootNode | The node from which node path references will travel. |