Struct gdnative_bindings_lily::AnimationPlayer[][src]

pub struct AnimationPlayer { /* fields omitted */ }
Expand description

core class AnimationPlayer inherits Node (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

AnimationPlayer is a reference-only type. Persistent references can only exist in the unsafe Ref<AnimationPlayer> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

AnimationPlayer inherits methods from:

Safety

All types in the Godot API have “interior mutability” in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

Constants

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

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; [method clear_caches] 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.

The process notification in which to update animations.

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 [member current_animation].

The name of the animation to play when the scene loads.

Gets the blend time (in seconds) between two animations, referenced by their names.

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 [method 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 default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.

The call mode to use for Call Method tracks.

Gets the actual playing speed of current animation or 0 if not playing. This speed is the [member playback_speed] property multiplied by custom_speed argument specified when calling the [method play] method.

Returns a list of the animation names that are currently queued to play.

The node from which node path references will travel.

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.

Returns true if the AnimationPlayer stores an Animation with key name.

If true, updates animations in response to process-related notifications.

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 [method play_backwards]). The AnimationPlayer keeps track of its current or last played animation with [member 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, or restart if it was stopped (see [method 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).

Default Arguments

  • name - ""
  • custom_blend - -1
  • custom_speed - 1.0
  • from_end - false

Plays the animation with key name in reverse. This method is a shorthand for [method play] with custom_speed = -1.0 and from_end = true, so see its description for more information.

Default Arguments

  • name - ""
  • custom_blend - -1

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.

Default Arguments

  • update - false

If true, updates animations in response to process-related notifications.

The process notification in which to update animations.

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 [member current_animation].

The name of the animation to play when the scene loads.

Specifies a blend time (in seconds) between two animations, referenced by their names.

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 [method 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 default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.

The call mode to use for Call Method tracks.

The node from which node path references will travel.

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.

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 [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation.

Default Arguments

  • reset - true

Methods from Deref<Target = Node>

pub const NOTIFICATION_POST_ENTER_TREE: i64

Sample code is GDScript unless otherwise noted.

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If legible_unique_name is true, the child node will have an human-readable name based on the name of the node being instanced instead of its type. Note: If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:

if child_node.get_parent():
    child_node.get_parent().remove_child(child_node)
add_child(child_node)

Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

Default Arguments

  • legible_unique_name - false

Adds child_node as a child. The child is placed below the given node in the list of children. If legible_unique_name is true, the child node will have an human-readable name based on the name of the node being instanced instead of its type.

Default Arguments

  • legible_unique_name - false

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in SceneTree. The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored.

Default Arguments

  • persistent - false

Returns true if the node can process while the scene tree is paused (see [member pause_mode]). Always returns true if the scene tree is not paused, and false if the node is not in the tree.

Duplicates the node, returning a new node. You can fine-tune the behavior using the flags (see [enum DuplicateFlags]). Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.

Default Arguments

  • flags - 15

Finds a descendant of this node whose name matches mask as in [method String.match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Note: It does not match against the full path, just against individual node names. If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner. Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.

Default Arguments

  • recursive - true
  • owned - true

Finds the first parent of the current node whose name matches mask as in [method String.match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Note: It does not match against the full path, just against individual node names. Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.

Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. To access a child node via its name, use [method get_node].

Returns the number of child nodes.

Returns an array of references to node’s children.

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

Returns an array listing the groups that the node is a member of.

Returns the node’s index, i.e. its position among the siblings of its parent.

The MultiplayerAPI instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).

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.

Returns the peer ID of the network master for this node. See [method set_network_master].

Sample code is GDScript unless otherwise noted.

Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance is returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to call on a null instance.” error. Note: Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]). Example: Assume your current node is Character and the following tree:

/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin

Possible paths are:

get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")

Sample code is GDScript unless otherwise noted.

Fetches a node and one of its resources as specified by the NodePath’s subname (e.g. Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched. The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the Resource (or null if not found), and the third index is the remaining NodePath, if any. For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a RectangleShape2D resource, one could have this kind of output:

print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]

Similar to [method get_node], but does not log an error if path does not point to a valid Node.

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.

Returns the parent node of the current node, or a null instance if the node lacks a parent.

Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]).

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

Pause mode. How the node will behave if the SceneTree is paused.

Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].

Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0.

Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.

The node’s priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.

Returns true if this is an instance load placeholder. See InstancePlaceholder.

Returns the SceneTree that contains this node.

Returns the node’s Viewport.

Returns true if the node that the NodePath points to exists.

Returns true if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.

Returns true if the given node is a direct or indirect child of the current node.

Returns true if the node is folded (collapsed) in the Scene dock.

Returns true if the given node occurs later in the scene hierarchy than the current node.

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

Returns true if this node is currently inside a SceneTree.

Returns true if the local system is the master of this node.

Returns true if physics processing is enabled (see [method set_physics_process]).

Returns true if internal physics processing is enabled (see [method set_physics_process_internal]).

Returns true if processing is enabled (see [method set_process]).

Returns true if the node is processing input (see [method set_process_input]).

Returns true if internal processing is enabled (see [method set_process_internal]).

Returns true if the node is processing unhandled input (see [method set_process_unhandled_input]).

Returns true if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).

Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.

Sample code is GDScript unless otherwise noted.

Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D

Sample code is GDScript unless otherwise noted.

Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true, the method will be called on the current node first, then on all its children. If parent_first is false, the children will be called first.

Default Arguments

  • args - [ ]
  • parent_first - false

Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.

Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using raise, a Control will be drawn on top of their siblings.

Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.

Removes a child node. The node is NOT deleted and must be deleted manually.

Removes a node from a group. See notes in the description, and the group methods in SceneTree.

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.

Default Arguments

  • keep_data - false

Requests that _ready be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). _ready is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready too (in which case, _ready will be called in the same order as it would normally).

Sends a remote procedure call request for the given method to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty Variant. Note: You can only safely use RPCs on clients after you received the connected_to_server signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.

Changes the RPC mode for the given method to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.

Sends a [method rpc] to a specific peer identified by peer_id (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.

Sends a [method rpc] using an unreliable protocol. Returns an empty Variant.

Sends a [method rpc] to a specific peer identified by peer_id using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.

Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. See also [method rpc] for RPCs for methods, most information applies to this method as well.

Changes the RPC mode for the given property to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.

Remotely changes the property’s value on a specific peer identified by peer_id (see [method NetworkedMultiplayerPeer.set_target_peer]).

Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.

Remotely changes property’s value on a specific peer identified by peer_id using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

Sets the folded state of the node in the Scene dock.

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

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.

Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.

Default Arguments

  • recursive - true

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.

Pause mode. How the node will behave if the SceneTree is paused.

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes’ behaviour.

Enables or disables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes’ behaviour.

The node’s priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.

Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.

Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.

Sets whether this is an instance load placeholder. See InstancePlaceholder.

Updates the warning displayed for this node in the Scene Dock. Use [method _get_configuration_warning] to setup the warning message to display.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.