[−][src]Struct gdnative_bindings::AnimationPlayer
core class AnimationPlayer inherits Node (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
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
impl AnimationPlayer[src]
Constants
pub const ANIMATION_METHOD_CALL_DEFERRED: i64[src]
pub const ANIMATION_METHOD_CALL_IMMEDIATE: i64[src]
pub const ANIMATION_PROCESS_IDLE: i64[src]
pub const ANIMATION_PROCESS_MANUAL: i64[src]
pub const ANIMATION_PROCESS_PHYSICS: i64[src]
impl AnimationPlayer[src]
pub fn new() -> Ref<Self, Unique>[src]
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.
pub fn add_animation(
&self,
name: impl Into<GodotString>,
animation: impl AsArg<Animation>
) -> GodotResult[src]
&self,
name: impl Into<GodotString>,
animation: impl AsArg<Animation>
) -> GodotResult
Adds [code]animation[/code] to the player accessible with the key [code]name[/code].
pub fn advance(&self, delta: f64)[src]
Shifts position in the animation timeline and immediately updates the animation. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
pub fn animation_get_next(
&self,
anim_from: impl Into<GodotString>
) -> GodotString[src]
&self,
anim_from: impl Into<GodotString>
) -> GodotString
Returns the name of the next animation in the queue.
pub fn animation_set_next(
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>
)[src]
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>
)
Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes.
pub fn clear_caches(&self)[src]
[AnimationPlayer] caches animated nodes. It may not notice if a node disappears; [method clear_caches] forces it to update the cache again.
pub fn clear_queue(&self)[src]
Clears all queued, unplayed animations.
pub fn find_animation(&self, animation: impl AsArg<Animation>) -> GodotString[src]
Returns the name of [code]animation[/code] or an empty string if not found.
pub fn get_animation(
&self,
name: impl Into<GodotString>
) -> Option<Ref<Animation, Shared>>[src]
&self,
name: impl Into<GodotString>
) -> Option<Ref<Animation, Shared>>
Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found.
pub fn get_animation_list(&self) -> StringArray[src]
Returns the list of stored animation names.
pub fn animation_process_mode(&self) -> AnimationProcessMode[src]
The process notification in which to update animations.
pub fn assigned_animation(&self) -> GodotString[src]
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].
pub fn autoplay(&self) -> GodotString[src]
The name of the animation to play when the scene loads.
pub fn get_blend_time(
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>
) -> f64[src]
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>
) -> f64
Gets the blend time (in seconds) between two animations, referenced by their names.
pub fn current_animation(&self) -> GodotString[src]
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.
[b]Note[/b]: 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].
pub fn current_animation_length(&self) -> f64[src]
The length (in seconds) of the currently being played animation.
pub fn current_animation_position(&self) -> f64[src]
The position (in seconds) of the currently playing animation.
pub fn default_blend_time(&self) -> f64[src]
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
pub fn method_call_mode(&self) -> AnimationMethodCallMode[src]
The call mode to use for Call Method tracks.
pub fn get_playing_speed(&self) -> f64[src]
Gets the actual playing speed of current animation or 0 if not playing. This speed is the [member playback_speed] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
pub fn get_queue(&self) -> StringArray[src]
Returns a list of the animation names that are currently queued to play.
pub fn root(&self) -> NodePath[src]
The node from which node path references will travel.
pub fn speed_scale(&self) -> f64[src]
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.
pub fn has_animation(&self, name: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with key [code]name[/code].
pub fn is_active(&self) -> bool[src]
If [code]true[/code], updates animations in response to process-related notifications.
pub fn is_playing(&self) -> bool[src]
Returns [code]true[/code] if playing an animation.
pub fn play(
&self,
name: impl Into<GodotString>,
custom_blend: f64,
custom_speed: f64,
from_end: bool
)[src]
&self,
name: impl Into<GodotString>,
custom_blend: f64,
custom_speed: f64,
from_end: bool
)
Plays the animation with key [code]name[/code]. Custom blend times and speed can be set. If [code]custom_speed[/code] is negative and [code]from_end[/code] is [code]true[/code], 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 [code]name[/code], or with no [code]name[/code] 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.
[b]Note:[/b] 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 [code]advance(0)[/code].
Default Arguments
name-""custom_blend--1custom_speed-1.0from_end-false
pub fn play_backwards(&self, name: impl Into<GodotString>, custom_blend: f64)[src]
Plays the animation with key [code]name[/code] in reverse.
This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
Default Arguments
name-""custom_blend--1
pub fn queue(&self, name: impl Into<GodotString>)[src]
Queues an animation for playback once the current one is done.
[b]Note:[/b] If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
pub fn remove_animation(&self, name: impl Into<GodotString>)[src]
Removes the animation with key [code]name[/code].
pub fn rename_animation(
&self,
name: impl Into<GodotString>,
newname: impl Into<GodotString>
)[src]
&self,
name: impl Into<GodotString>,
newname: impl Into<GodotString>
)
Renames an existing animation with key [code]name[/code] to [code]newname[/code].
pub fn seek(&self, seconds: f64, update: bool)[src]
Seeks the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped.
Default Arguments
update-false
pub fn set_active(&self, active: bool)[src]
If [code]true[/code], updates animations in response to process-related notifications.
pub fn set_animation_process_mode(&self, mode: i64)[src]
The process notification in which to update animations.
pub fn set_assigned_animation(&self, anim: impl Into<GodotString>)[src]
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].
pub fn set_autoplay(&self, name: impl Into<GodotString>)[src]
The name of the animation to play when the scene loads.
pub fn set_blend_time(
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>,
sec: f64
)[src]
&self,
anim_from: impl Into<GodotString>,
anim_to: impl Into<GodotString>,
sec: f64
)
Specifies a blend time (in seconds) between two animations, referenced by their names.
pub fn set_current_animation(&self, anim: impl Into<GodotString>)[src]
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.
[b]Note[/b]: 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].
pub fn set_default_blend_time(&self, sec: f64)[src]
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
pub fn set_method_call_mode(&self, mode: i64)[src]
The call mode to use for Call Method tracks.
pub fn set_root(&self, path: impl Into<NodePath>)[src]
The node from which node path references will travel.
pub fn set_speed_scale(&self, speed: f64)[src]
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.
pub fn stop(&self, reset: bool)[src]
Stops or pauses the currently playing animation. If [code]reset[/code] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code].
If [code]reset[/code] is [code]false[/code], 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 DUPLICATE_GROUPS: i64[src]
pub const DUPLICATE_SCRIPTS: i64[src]
pub const DUPLICATE_SIGNALS: i64[src]
pub const DUPLICATE_USE_INSTANCING: i64[src]
pub const NOTIFICATION_APP_PAUSED: i64[src]
pub const NOTIFICATION_APP_RESUMED: i64[src]
pub const NOTIFICATION_CRASH: i64[src]
pub const NOTIFICATION_DRAG_BEGIN: i64[src]
pub const NOTIFICATION_DRAG_END: i64[src]
pub const NOTIFICATION_ENTER_TREE: i64[src]
pub const NOTIFICATION_EXIT_TREE: i64[src]
pub const NOTIFICATION_INSTANCED: i64[src]
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64[src]
pub const NOTIFICATION_INTERNAL_PROCESS: i64[src]
pub const NOTIFICATION_MOVED_IN_PARENT: i64[src]
pub const NOTIFICATION_OS_IME_UPDATE: i64[src]
pub const NOTIFICATION_OS_MEMORY_WARNING: i64[src]
pub const NOTIFICATION_PARENTED: i64[src]
pub const NOTIFICATION_PATH_CHANGED: i64[src]
pub const NOTIFICATION_PAUSED: i64[src]
pub const NOTIFICATION_PHYSICS_PROCESS: i64[src]
pub const NOTIFICATION_POST_ENTER_TREE: i64[src]
pub const NOTIFICATION_PROCESS: i64[src]
pub const NOTIFICATION_READY: i64[src]
pub const NOTIFICATION_TRANSLATION_CHANGED: i64[src]
pub const NOTIFICATION_UNPARENTED: i64[src]
pub const NOTIFICATION_UNPAUSED: i64[src]
pub const NOTIFICATION_WM_ABOUT: i64[src]
pub const NOTIFICATION_WM_FOCUS_IN: i64[src]
pub const NOTIFICATION_WM_FOCUS_OUT: i64[src]
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64[src]
pub const NOTIFICATION_WM_MOUSE_ENTER: i64[src]
pub const NOTIFICATION_WM_MOUSE_EXIT: i64[src]
pub const NOTIFICATION_WM_QUIT_REQUEST: i64[src]
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64[src]
pub const PAUSE_MODE_INHERIT: i64[src]
pub const PAUSE_MODE_PROCESS: i64[src]
pub const PAUSE_MODE_STOP: i64[src]
pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)[src]
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 [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
[b]Note:[/b] 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:
[codeblock]
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
[/codeblock]
[b]Note:[/b] 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
pub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)[src]
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
Adds [code]child_node[/code] as a child. The child is placed below the given [code]node[/code] in the list of children.
If [code]legible_unique_name[/code] is [code]true[/code], 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
pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)[src]
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 [code]persistent[/code] option is used when packing node to [PackedScene] and saving to file. Non-persistent groups aren't stored.
Default Arguments
persistent-false
pub fn can_process(&self) -> bool[src]
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>[src]
Duplicates the node, returning a new node.
You can fine-tune the behavior using the [code]flags[/code] (see [enum DuplicateFlags]).
[b]Note:[/b] 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
pub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>[src]
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
If [code]owned[/code] is [code]true[/code], 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.
[b]Note:[/b] 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-trueowned-true
pub fn find_parent(
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>[src]
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
[b]Note:[/b] 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.
pub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>[src]
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].
pub fn get_child_count(&self) -> i64[src]
Returns the number of child nodes.
pub fn get_children(&self) -> VariantArray[src]
Returns an array of references to node's children.
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>[src]
The override to the default [MultiplayerAPI]. Set to [code]null[/code] to use the default [SceneTree] one.
pub fn filename(&self) -> GodotString[src]
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
pub fn get_groups(&self) -> VariantArray[src]
Returns an array listing the groups that the node is a member of.
pub fn get_index(&self) -> i64[src]
Returns the node's index, i.e. its position among the siblings of its parent.
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>[src]
The [MultiplayerAPI] instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
pub fn name(&self) -> GodotString[src]
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.
pub fn get_network_master(&self) -> i64[src]
Returns the peer ID of the network master for this node. See [method set_network_master].
pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>[src]
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 [code]null instance[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error.
[b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]).
[b]Example:[/b] Assume your current node is Character and the following tree:
[codeblock]
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin
[/codeblock]
Possible paths are:
[codeblock]
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
[/codeblock]
pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray[src]
Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). 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 [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any.
For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output:
[codeblock]
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]
[/codeblock]
pub fn get_node_or_null(
&self,
path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>[src]
&self,
path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>
Similar to [method get_node], but does not log an error if [code]path[/code] does not point to a valid [Node].
pub fn owner(&self) -> Option<Ref<Node, Shared>>[src]
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 [SceneTree]s, with instancing and subinstancing.
pub fn get_parent(&self) -> Option<Ref<Node, Shared>>[src]
Returns the parent node of the current node, or a [code]null instance[/code] if the node lacks a parent.
pub fn get_path(&self) -> NodePath[src]
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]).
pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath[src]
Returns the relative [NodePath] from this node to the specified [code]node[/code]. Both nodes must be in the same scene or the function will fail.
pub fn pause_mode(&self) -> PauseMode[src]
Pause mode. How the node will behave if the [SceneTree] is paused.
pub fn get_physics_process_delta_time(&self) -> f64[src]
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].
pub fn get_position_in_parent(&self) -> i64[src]
Returns the node's order in the scene tree branch. For example, if called on the first child node the position is [code]0[/code].
pub fn get_process_delta_time(&self) -> f64[src]
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
pub fn process_priority(&self) -> i64[src]
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.
pub fn get_scene_instance_load_placeholder(&self) -> bool[src]
Returns [code]true[/code] if this is an instance load placeholder. See [InstancePlaceholder].
pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>[src]
Returns the [SceneTree] that contains this node.
pub fn get_viewport(&self) -> Option<Ref<Viewport, Shared>>[src]
Returns the node's [Viewport].
pub fn has_node(&self, path: impl Into<NodePath>) -> bool[src]
Returns [code]true[/code] if the node that the [NodePath] points to exists.
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool[src]
Returns [code]true[/code] if the [NodePath] points to a valid node and its subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive math types) are not considered resources.
pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool[src]
Returns [code]true[/code] if the given node is a direct or indirect child of the current node.
pub fn is_displayed_folded(&self) -> bool[src]
Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock.
pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool[src]
Returns [code]true[/code] if the given node occurs later in the scene hierarchy than the current node.
pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if this node is in the specified group. See notes in the description, and the group methods in [SceneTree].
pub fn is_inside_tree(&self) -> bool[src]
Returns [code]true[/code] if this node is currently inside a [SceneTree].
pub fn is_network_master(&self) -> bool[src]
Returns [code]true[/code] if the local system is the master of this node.
pub fn is_physics_processing(&self) -> bool[src]
Returns [code]true[/code] if physics processing is enabled (see [method set_physics_process]).
pub fn is_physics_processing_internal(&self) -> bool[src]
Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]).
pub fn is_processing(&self) -> bool[src]
Returns [code]true[/code] if processing is enabled (see [method set_process]).
pub fn is_processing_input(&self) -> bool[src]
Returns [code]true[/code] if the node is processing input (see [method set_process_input]).
pub fn is_processing_internal(&self) -> bool[src]
Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
pub fn is_processing_unhandled_input(&self) -> bool[src]
Returns [code]true[/code] if the node is processing unhandled input (see [method set_process_unhandled_input]).
pub fn is_processing_unhandled_key_input(&self) -> bool[src]
Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)[src]
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.
pub fn print_stray_nodes(&self)[src]
Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. Works only in debug builds.
pub fn print_tree(&self)[src]
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.
[b]Example output:[/b]
[codeblock]
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
[/codeblock]
pub fn print_tree_pretty(&self)[src]
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.
[b]Example output:[/b]
[codeblock]
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
[/codeblock]
pub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool
)[src]
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool
)
Calls the given method (if present) with the arguments given in [code]args[/code] on this node and recursively on all its children. If the [code]parent_first[/code] argument is [code]true[/code], the method will be called on the current node first, then on all its children. If [code]parent_first[/code] is [code]false[/code], the children will be called first.
Default Arguments
args-[ ]parent_first-false
pub fn propagate_notification(&self, what: i64)[src]
Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.
pub fn queue_free(&self)[src]
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.
pub fn raise(&self)[src]
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 [code]raise[/code], a Control will be drawn on top of their siblings.
pub fn remove_and_skip(&self)[src]
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.
pub fn remove_child(&self, node: impl AsArg<Node>)[src]
Removes a child node. The node is NOT deleted and must be deleted manually.
pub fn remove_from_group(&self, group: impl Into<GodotString>)[src]
Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)[src]
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
Default Arguments
keep_data-false
pub fn request_ready(&self)[src]
Requests that [code]_ready[/code] 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]). [code]_ready[/code] 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 [code]_ready[/code] too (in which case, [code]_ready[/code] will be called in the same order as it would normally).
pub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a remote procedure call request for the given [code]method[/code] 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].
[b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED[/code].
pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)[src]
Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.
pub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
pub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] using an unreliable protocol. Returns an empty [Variant].
pub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
pub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]
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.
pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)[src]
Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.
pub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)[src]
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property's value on a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]).
pub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)[src]
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
pub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)[src]
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)[src]
The override to the default [MultiplayerAPI]. Set to [code]null[/code] to use the default [SceneTree] one.
pub fn set_display_folded(&self, fold: bool)[src]
Sets the folded state of the node in the Scene dock.
pub fn set_filename(&self, filename: impl Into<GodotString>)[src]
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
pub fn set_name(&self, name: impl Into<GodotString>)[src]
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.
pub fn set_network_master(&self, id: i64, recursive: bool)[src]
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 [code]master[/code] and [code]puppet[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node.
Default Arguments
recursive-true
pub fn set_owner(&self, owner: impl AsArg<Node>)[src]
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 [SceneTree]s, with instancing and subinstancing.
pub fn set_pause_mode(&self, mode: i64)[src]
Pause mode. How the node will behave if the [SceneTree] is paused.
pub fn set_physics_process(&self, enable: bool)[src]
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.
pub fn set_physics_process_internal(&self, enable: bool)[src]
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.
pub fn set_process(&self, enable: bool)[src]
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.
pub fn set_process_input(&self, enable: bool)[src]
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.
pub fn set_process_internal(&self, enable: bool)[src]
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.
pub fn set_process_priority(&self, priority: i64)[src]
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.
pub fn set_process_unhandled_input(&self, enable: bool)[src]
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.
pub fn set_process_unhandled_key_input(&self, enable: bool)[src]
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)[src]
Sets whether this is an instance load placeholder. See [InstancePlaceholder].
pub fn update_configuration_warning(&self)[src]
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
impl Debug for AnimationPlayer[src]
impl Deref for AnimationPlayer[src]
impl DerefMut for AnimationPlayer[src]
impl GodotObject for AnimationPlayer[src]
type RefKind = ManuallyManaged
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
fn class_name() -> &'static str[src]
fn null() -> Null<Self>[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable, [src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>, [src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject, [src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>, [src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>[src]
impl Instanciable for AnimationPlayer[src]
impl QueueFree for AnimationPlayer[src]
unsafe fn godot_queue_free(obj: *mut godot_object)[src]
impl Sealed for AnimationPlayer[src]
impl SubClass<Node> for AnimationPlayer[src]
impl SubClass<Object> for AnimationPlayer[src]
Auto Trait Implementations
impl RefUnwindSafe for AnimationPlayer
impl !Send for AnimationPlayer
impl !Sync for AnimationPlayer
impl Unpin for AnimationPlayer
impl UnwindSafe for AnimationPlayer
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject, [src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,