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godot-docs-l10n/classes/es/class_animationplayer.rst
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the AnimationPlayer.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_AnimationPlayer:
AnimationPlayer
===============
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Contenedor y reproductor de recursos de :ref:`Animation<class_Animation>`.
Descripción
----------------------
Un reproductor de animacion es utilizado para reproduccion de proposito general de recursos de :ref:`Animation<class_Animation>`. Esto contiene un diccionario de animaciones (referenciada por nombre) y tiempos de mezcla personalizados entre sus transiciones. Adicionalmente, los animaciones pueden ser reproducidas y mezcladas en diferentes canales.
\ ``AnimationPlayer`` es mas conveniente que :ref:`Tween<class_Tween>` para animaciones donde tu sabes los valores finales por adelantado. Por ejemplo desvanecer una pantalla y que vuelva a aparecer es un trabajo mas facil de hacer con un nodo ``AnimationPlayer`` gracias a las herramientas de animacion suministradas por el editor. Este ejemplo partircular puede tambien ser implementado con un node :ref:`Tween<class_Tween>`, pero requiere hacer todo por codigo.
Actualizar las propiedades de la animacion objetivo ocurren en tiempo de ejecucion.
Tutoriales
--------------------
- :doc:`Animation tutorial index <../tutorials/animation/index>`
- :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
Propiedades
----------------------
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`String<class_String>` | :ref:`assigned_animation<class_AnimationPlayer_property_assigned_animation>` | |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`String<class_String>` | :ref:`autoplay<class_AnimationPlayer_property_autoplay>` | ``""`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`String<class_String>` | :ref:`current_animation<class_AnimationPlayer_property_current_animation>` | ``""`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`current_animation_length<class_AnimationPlayer_property_current_animation_length>` | |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`current_animation_position<class_AnimationPlayer_property_current_animation_position>` | |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`AnimationMethodCallMode<enum_AnimationPlayer_AnimationMethodCallMode>` | :ref:`method_call_mode<class_AnimationPlayer_property_method_call_mode>` | ``0`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`bool<class_bool>` | :ref:`playback_active<class_AnimationPlayer_property_playback_active>` | |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`playback_default_blend_time<class_AnimationPlayer_property_playback_default_blend_time>` | ``0.0`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`AnimationProcessMode<enum_AnimationPlayer_AnimationProcessMode>` | :ref:`playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` | ``1`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`playback_speed<class_AnimationPlayer_property_playback_speed>` | ``1.0`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`bool<class_bool>` | :ref:`reset_on_save<class_AnimationPlayer_property_reset_on_save>` | ``true`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`root_node<class_AnimationPlayer_property_root_node>` | ``NodePath("..")`` |
+------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+--------------------+
Métodos
--------------
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`add_animation<class_AnimationPlayer_method_add_animation>` **(** :ref:`String<class_String>` name, :ref:`Animation<class_Animation>` animation **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`advance<class_AnimationPlayer_method_advance>` **(** :ref:`float<class_float>` delta **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`animation_get_next<class_AnimationPlayer_method_animation_get_next>` **(** :ref:`String<class_String>` anim_from **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`animation_set_next<class_AnimationPlayer_method_animation_set_next>` **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`clear_caches<class_AnimationPlayer_method_clear_caches>` **(** **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`clear_queue<class_AnimationPlayer_method_clear_queue>` **(** **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`find_animation<class_AnimationPlayer_method_find_animation>` **(** :ref:`Animation<class_Animation>` animation **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Animation<class_Animation>` | :ref:`get_animation<class_AnimationPlayer_method_get_animation>` **(** :ref:`String<class_String>` name **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`get_animation_list<class_AnimationPlayer_method_get_animation_list>` **(** **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_blend_time<class_AnimationPlayer_method_get_blend_time>` **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_playing_speed<class_AnimationPlayer_method_get_playing_speed>` **(** **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`get_queue<class_AnimationPlayer_method_get_queue>` **(** **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`has_animation<class_AnimationPlayer_method_has_animation>` **(** :ref:`String<class_String>` name **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_playing<class_AnimationPlayer_method_is_playing>` **(** **)** |const| |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`play<class_AnimationPlayer_method_play>` **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1, :ref:`float<class_float>` custom_speed=1.0, :ref:`bool<class_bool>` from_end=false **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`play_backwards<class_AnimationPlayer_method_play_backwards>` **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1 **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`queue<class_AnimationPlayer_method_queue>` **(** :ref:`String<class_String>` name **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_animation<class_AnimationPlayer_method_remove_animation>` **(** :ref:`String<class_String>` name **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`rename_animation<class_AnimationPlayer_method_rename_animation>` **(** :ref:`String<class_String>` name, :ref:`String<class_String>` newname **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`seek<class_AnimationPlayer_method_seek>` **(** :ref:`float<class_float>` seconds, :ref:`bool<class_bool>` update=false **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_blend_time<class_AnimationPlayer_method_set_blend_time>` **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to, :ref:`float<class_float>` sec **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`stop<class_AnimationPlayer_method_stop>` **(** :ref:`bool<class_bool>` reset=true **)** |
+-----------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Señales
--------------
.. _class_AnimationPlayer_signal_animation_changed:
- **animation_changed** **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)**
Emitted when a queued animation plays after the previous animation was finished. See :ref:`queue<class_AnimationPlayer_method_queue>`.
\ **Note:** The signal is not emitted when the animation is changed via :ref:`play<class_AnimationPlayer_method_play>` or from :ref:`AnimationTree<class_AnimationTree>`.
----
.. _class_AnimationPlayer_signal_animation_finished:
- **animation_finished** **(** :ref:`String<class_String>` anim_name **)**
Notifica cuando una animación ha terminado de reproducirse.
----
.. _class_AnimationPlayer_signal_animation_started:
- **animation_started** **(** :ref:`String<class_String>` anim_name **)**
Notifica cuando una animación comienza a reproducirse.
----
.. _class_AnimationPlayer_signal_caches_cleared:
- **caches_cleared** **(** **)**
Notifica cuando las cachés se han limpiado, ya sea automáticamente o manualmente a través del :ref:`clear_caches<class_AnimationPlayer_method_clear_caches>`.
Enumeraciones
--------------------------
.. _enum_AnimationPlayer_AnimationProcessMode:
.. _class_AnimationPlayer_constant_ANIMATION_PROCESS_PHYSICS:
.. _class_AnimationPlayer_constant_ANIMATION_PROCESS_IDLE:
.. _class_AnimationPlayer_constant_ANIMATION_PROCESS_MANUAL:
enum **AnimationProcessMode**:
- **ANIMATION_PROCESS_PHYSICS** = **0** --- Animación del proceso durante el proceso de la física. Esto es especialmente útil cuando se animan los cuerpos físicos.
- **ANIMATION_PROCESS_IDLE** = **1** --- Animación del proceso durante el proceso de inactividad.
- **ANIMATION_PROCESS_MANUAL** = **2** --- No procese la animación. Utilice :ref:`advance<class_AnimationPlayer_method_advance>` para procesar la animación manualmente.
----
.. _enum_AnimationPlayer_AnimationMethodCallMode:
.. _class_AnimationPlayer_constant_ANIMATION_METHOD_CALL_DEFERRED:
.. _class_AnimationPlayer_constant_ANIMATION_METHOD_CALL_IMMEDIATE:
enum **AnimationMethodCallMode**:
- **ANIMATION_METHOD_CALL_DEFERRED** = **0** --- Metodos de procesos por lotes llamados durante el proceso de animación, y despues que los eventos son procesados hacer los llamados. Esto evita los errores que implican borrar nodos o modificar el AnimationPlayer mientras se está reproduciendo.
- **ANIMATION_METHOD_CALL_IMMEDIATE** = **1** --- Hace llamadas a método inmediatamente cuando se alcanza en la animación.
Descripciones de Propiedades
--------------------------------------------------------
.. _class_AnimationPlayer_property_assigned_animation:
- :ref:`String<class_String>` **assigned_animation**
+----------+-------------------------------+
| *Setter* | set_assigned_animation(value) |
+----------+-------------------------------+
| *Getter* | get_assigned_animation() |
+----------+-------------------------------+
Si se está reproduciendo, la animación actual; si no, la última animación reproducida. Cuando se establece, cambiaría la animación, pero no la reproduciría a menos que se esté reproduciendo actualmente. Ver también :ref:`current_animation<class_AnimationPlayer_property_current_animation>`.
----
.. _class_AnimationPlayer_property_autoplay:
- :ref:`String<class_String>` **autoplay**
+-----------+---------------------+
| *Default* | ``""`` |
+-----------+---------------------+
| *Setter* | set_autoplay(value) |
+-----------+---------------------+
| *Getter* | get_autoplay() |
+-----------+---------------------+
El nombre de la animación que se reproducirá cuando se cargue la escena.
----
.. _class_AnimationPlayer_property_current_animation:
- :ref:`String<class_String>` **current_animation**
+-----------+------------------------------+
| *Default* | ``""`` |
+-----------+------------------------------+
| *Setter* | set_current_animation(value) |
+-----------+------------------------------+
| *Getter* | get_current_animation() |
+-----------+------------------------------+
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 :ref:`play<class_AnimationPlayer_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 :ref:`Animation<class_Animation>`.
----
.. _class_AnimationPlayer_property_current_animation_length:
- :ref:`float<class_float>` **current_animation_length**
+----------+--------------------------------+
| *Getter* | get_current_animation_length() |
+----------+--------------------------------+
La duración (en segundos) de la animación que se está reproduciendo actualmente.
----
.. _class_AnimationPlayer_property_current_animation_position:
- :ref:`float<class_float>` **current_animation_position**
+----------+----------------------------------+
| *Getter* | get_current_animation_position() |
+----------+----------------------------------+
La posición (en segundos) de la animación que se está reproduciendo.
----
.. _class_AnimationPlayer_property_method_call_mode:
- :ref:`AnimationMethodCallMode<enum_AnimationPlayer_AnimationMethodCallMode>` **method_call_mode**
+-----------+-----------------------------+
| *Default* | ``0`` |
+-----------+-----------------------------+
| *Setter* | set_method_call_mode(value) |
+-----------+-----------------------------+
| *Getter* | get_method_call_mode() |
+-----------+-----------------------------+
El modo de llamada a utilizar para las Call Method Tracks.
----
.. _class_AnimationPlayer_property_playback_active:
- :ref:`bool<class_bool>` **playback_active**
+----------+-------------------+
| *Setter* | set_active(value) |
+----------+-------------------+
| *Getter* | is_active() |
+----------+-------------------+
Si ``true``, actualiza las animaciones en respuesta a las notificaciones relacionadas con el proceso.
----
.. _class_AnimationPlayer_property_playback_default_blend_time:
- :ref:`float<class_float>` **playback_default_blend_time**
+-----------+-------------------------------+
| *Default* | ``0.0`` |
+-----------+-------------------------------+
| *Setter* | set_default_blend_time(value) |
+-----------+-------------------------------+
| *Getter* | get_default_blend_time() |
+-----------+-------------------------------+
El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una precisión de 0,01.
----
.. _class_AnimationPlayer_property_playback_process_mode:
- :ref:`AnimationProcessMode<enum_AnimationPlayer_AnimationProcessMode>` **playback_process_mode**
+-----------+-----------------------------------+
| *Default* | ``1`` |
+-----------+-----------------------------------+
| *Setter* | set_animation_process_mode(value) |
+-----------+-----------------------------------+
| *Getter* | get_animation_process_mode() |
+-----------+-----------------------------------+
La notificación de proceso en la que se actualizan las animaciones.
----
.. _class_AnimationPlayer_property_playback_speed:
- :ref:`float<class_float>` **playback_speed**
+-----------+------------------------+
| *Default* | ``1.0`` |
+-----------+------------------------+
| *Setter* | set_speed_scale(value) |
+-----------+------------------------+
| *Getter* | get_speed_scale() |
+-----------+------------------------+
La relación de escala de velocidad. Por ejemplo, si este valor es 1, entonces la animación se reproduce a velocidad normal. Si es 0,5, entonces se reproduce a media velocidad. Si es 2, entonces se reproduce a doble velocidad.
----
.. _class_AnimationPlayer_property_reset_on_save:
- :ref:`bool<class_bool>` **reset_on_save**
+-----------+----------------------------------+
| *Default* | ``true`` |
+-----------+----------------------------------+
| *Setter* | set_reset_on_save_enabled(value) |
+-----------+----------------------------------+
| *Getter* | is_reset_on_save_enabled() |
+-----------+----------------------------------+
This is used by the editor. If set to ``true``, the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
----
.. _class_AnimationPlayer_property_root_node:
- :ref:`NodePath<class_NodePath>` **root_node**
+-----------+--------------------+
| *Default* | ``NodePath("..")`` |
+-----------+--------------------+
| *Setter* | set_root(value) |
+-----------+--------------------+
| *Getter* | get_root() |
+-----------+--------------------+
El nodo desde el cual viajarán las referencias de la ruta de nodos.
Descripciones de Métodos
------------------------------------------------
.. _class_AnimationPlayer_method_add_animation:
- :ref:`Error<enum_@GlobalScope_Error>` **add_animation** **(** :ref:`String<class_String>` name, :ref:`Animation<class_Animation>` animation **)**
Añade una ``animation`` al reproductor con la llave ``name``.
----
.. _class_AnimationPlayer_method_advance:
- void **advance** **(** :ref:`float<class_float>` delta **)**
Cambia la positicon en la linea de tiempo de las animaciones e inmediatamente actualiza la animacion. ``delta`` es el tiempo en segundos a cambiar. Eventos entre el frame actual y ``delta`` son manejados.
----
.. _class_AnimationPlayer_method_animation_get_next:
- :ref:`String<class_String>` **animation_get_next** **(** :ref:`String<class_String>` anim_from **)** |const|
Devuelve el nombre de la proxima animacion en la cola.
----
.. _class_AnimationPlayer_method_animation_set_next:
- void **animation_set_next** **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to **)**
Lanza la animacion ``anim_to`` cuando la animacion ``anim_from`` se completa.
----
.. _class_AnimationPlayer_method_clear_caches:
- void **clear_caches** **(** **)**
``AnimationPlayer`` cachea nodos animados. Puede no notarse si un nodo desaparece;\ :ref:`clear_caches<class_AnimationPlayer_method_clear_caches>` fuerza a la cache a actualizarse de nuevo.
----
.. _class_AnimationPlayer_method_clear_queue:
- void **clear_queue** **(** **)**
Limpia todas las colas, animaciones no reproducidas.
----
.. _class_AnimationPlayer_method_find_animation:
- :ref:`String<class_String>` **find_animation** **(** :ref:`Animation<class_Animation>` animation **)** |const|
Devuelve el nombre de ``animation`` or una string vacia si no se encuentra.
----
.. _class_AnimationPlayer_method_get_animation:
- :ref:`Animation<class_Animation>` **get_animation** **(** :ref:`String<class_String>` name **)** |const|
Devuelve la :ref:`Animation<class_Animation>` con clave ``name`` or ``null`` si no se encuentra.
----
.. _class_AnimationPlayer_method_get_animation_list:
- :ref:`PoolStringArray<class_PoolStringArray>` **get_animation_list** **(** **)** |const|
Devuelve la lista de nombres de animaciones almacenadas.
----
.. _class_AnimationPlayer_method_get_blend_time:
- :ref:`float<class_float>` **get_blend_time** **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to **)** |const|
Obtiene el nombre de mezcla (en segundos) entre dos animaciones, referenciado por sus nombres.
----
.. _class_AnimationPlayer_method_get_playing_speed:
- :ref:`float<class_float>` **get_playing_speed** **(** **)** |const|
Obtiene la velocidad de ejecucion de la animacion actual o 0 sino esta siendo reproducida. Esta velocidad es la propiedad :ref:`playback_speed<class_AnimationPlayer_property_playback_speed>` multiplicada por el argumento ``custom_speed`` especificado cuando se llama al metodo :ref:`play<class_AnimationPlayer_method_play>`.
----
.. _class_AnimationPlayer_method_get_queue:
- :ref:`PoolStringArray<class_PoolStringArray>` **get_queue** **(** **)**
Devuelve una lista de los nombres de las animaciones que están actualmente en cola para ser reproducidas.
----
.. _class_AnimationPlayer_method_has_animation:
- :ref:`bool<class_bool>` **has_animation** **(** :ref:`String<class_String>` name **)** |const|
Devuelve ``true`` si el ``AnimationPlayer`` almacena una :ref:`Animation<class_Animation>` con la clave ``name``.
----
.. _class_AnimationPlayer_method_is_playing:
- :ref:`bool<class_bool>` **is_playing** **(** **)** |const|
Devuelve ``true`` si se esta reproduciendo una animación.
----
.. _class_AnimationPlayer_method_play:
- void **play** **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1, :ref:`float<class_float>` custom_speed=1.0, :ref:`bool<class_bool>` from_end=false **)**
Reproduce la animación con la clave ``name``. Se pueden establecer tiempos de mezcla y velocidad personalizados. Si ``custom_speed`` es negativo y ``from_end`` es ``true``, la animación se reproducirá hacia atrás (lo que equivale a llamar a :ref:`play_backwards<class_AnimationPlayer_method_play_backwards>`).
El ``AnimationPlayer`` mantiene un registro de su animación actual o la última que se ha reproducido con :ref:`assigned_animation<class_AnimationPlayer_property_assigned_animation>`. Si se llama a este método con ese mismo nombre de animación ``name``, o sin el parámetro ``name``, la animación asignada se reproducirá de nuevo si se ha detenido, o se reiniciará si se ha detenido (ver :ref:`stop<class_AnimationPlayer_method_stop>` tanto para la pausa como para la parada). Si la animación ya se estaba reproduciendo, seguirá reproduciéndose.
\ **Nota:** La animación se actualizará la próxima vez que se procese el ``AnimationPlayer``. Si se actualizan otras variables al mismo tiempo que esta llamada, puede que se actualicen demasiado pronto. Para ejecutar la actualización inmediatamente, llame a ``advance(0)``.
----
.. _class_AnimationPlayer_method_play_backwards:
- void **play_backwards** **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1 **)**
Reproduce la animación con la clave ``name`` al revés.
Este método es una abreviatura de :ref:`play<class_AnimationPlayer_method_play>` con ``custom_speed = -1.0`` y ``from_end = true``, por lo que para mayor información vea su descripción.
----
.. _class_AnimationPlayer_method_queue:
- void **queue** **(** :ref:`String<class_String>` name **)**
Pone en cola una animación para su reproducción una vez que la actual haya terminado.
\ **Nota:** Si una animación en bucle se está reproduciendo actualmente, la animación en cola nunca se reproducirá a menos que la animación en bucle se detenga de alguna manera.
----
.. _class_AnimationPlayer_method_remove_animation:
- void **remove_animation** **(** :ref:`String<class_String>` name **)**
Elimina la animación con la clave ``name``.
----
.. _class_AnimationPlayer_method_rename_animation:
- void **rename_animation** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` newname **)**
Renombra una animación existente con la clave ``name`` a ``newname``.
----
.. _class_AnimationPlayer_method_seek:
- void **seek** **(** :ref:`float<class_float>` seconds, :ref:`bool<class_bool>` update=false **)**
Busca la animación hasta el punto en el tiempo de ``seconds``. Si ``update`` es ``true``, la animación se actualiza también, de lo contrario se actualiza en el momento del proceso. Los eventos entre el fotograma actual y ``seconds`` se saltan.
----
.. _class_AnimationPlayer_method_set_blend_time:
- void **set_blend_time** **(** :ref:`String<class_String>` anim_from, :ref:`String<class_String>` anim_to, :ref:`float<class_float>` sec **)**
Especifica un tiempo de mezcla (en segundos) entre dos animaciones, referenciadas por sus nombres.
----
.. _class_AnimationPlayer_method_stop:
- void **stop** **(** :ref:`bool<class_bool>` reset=true **)**
Detiene o pausa la animación que se está reproduciendo. Si ``reset`` es ``true``, la posición de la animación se restablece a ``0`` y la velocidad de reproducción se restablece a ``1.0``.
Si ``reset`` es ``false``, se mantendrá la :ref:`current_animation_position<class_AnimationPlayer_property_current_animation_position>` y llamará a :ref:`play<class_AnimationPlayer_method_play>` o :ref:`play_backwards<class_AnimationPlayer_method_play_backwards>` sin argumentos o con el mismo nombre de animación que :ref:`assigned_animation<class_AnimationPlayer_property_assigned_animation>` reanudará la animación.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`