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244 lines
13 KiB
ReStructuredText
244 lines
13 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedTexture.xml.
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.. _class_AnimatedTexture:
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AnimatedTexture
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===============
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**Deprecated:** This class does not work properly in current versions and may be removed in the future. There is currently no equivalent workaround.
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**Inherits:** :ref:`Texture2D<class_Texture2D>` **<** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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Proxy texture for simple frame-based animations.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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**AnimatedTexture** is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite2D<class_AnimatedSprite2D>`, it isn't a :ref:`Node<class_Node>`, but has the advantage of being usable anywhere a :ref:`Texture2D<class_Texture2D>` resource can be used, e.g. in a :ref:`TileSet<class_TileSet>`.
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The playback of the animation is controlled by the :ref:`speed_scale<class_AnimatedTexture_property_speed_scale>` property, as well as each frame's duration (see :ref:`set_frame_duration<class_AnimatedTexture_method_set_frame_duration>`). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
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\ **AnimatedTexture** currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
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\ **Note:** AnimatedTexture doesn't support using :ref:`AtlasTexture<class_AtlasTexture>`\ s. Each frame needs to be a separate :ref:`Texture2D<class_Texture2D>`.
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\ **Warning:** The current implementation is not efficient for the modern renderers.
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`current_frame<class_AnimatedTexture_property_current_frame>` | |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`frames<class_AnimatedTexture_property_frames>` | ``1`` |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`one_shot<class_AnimatedTexture_property_one_shot>` | ``false`` |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`pause<class_AnimatedTexture_property_pause>` | ``false`` |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | resource_local_to_scene | ``false`` (overrides :ref:`Resource<class_Resource_property_resource_local_to_scene>`) |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`speed_scale<class_AnimatedTexture_property_speed_scale>` | ``1.0`` |
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+---------------------------+--------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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.. rst-class:: classref-reftable-group
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Methods
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-------
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.. table::
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:widths: auto
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+-----------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_frame_duration<class_AnimatedTexture_method_get_frame_duration>`\ (\ frame\: :ref:`int<class_int>`\ ) |const| |
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+-----------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Texture2D<class_Texture2D>` | :ref:`get_frame_texture<class_AnimatedTexture_method_get_frame_texture>`\ (\ frame\: :ref:`int<class_int>`\ ) |const| |
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+-----------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_frame_duration<class_AnimatedTexture_method_set_frame_duration>`\ (\ frame\: :ref:`int<class_int>`, duration\: :ref:`float<class_float>`\ ) |
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+-----------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_frame_texture<class_AnimatedTexture_method_set_frame_texture>`\ (\ frame\: :ref:`int<class_int>`, texture\: :ref:`Texture2D<class_Texture2D>`\ ) |
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+-----------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Constants
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---------
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.. _class_AnimatedTexture_constant_MAX_FRAMES:
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.. rst-class:: classref-constant
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**MAX_FRAMES** = ``256`` :ref:`🔗<class_AnimatedTexture_constant_MAX_FRAMES>`
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The maximum number of frames supported by **AnimatedTexture**. If you need more frames in your animation, use :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite2D<class_AnimatedSprite2D>`.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_AnimatedTexture_property_current_frame:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **current_frame** :ref:`🔗<class_AnimatedTexture_property_current_frame>`
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.. rst-class:: classref-property-setget
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- |void| **set_current_frame**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_current_frame**\ (\ )
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Sets the currently visible frame of the texture. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_property_frames:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **frames** = ``1`` :ref:`🔗<class_AnimatedTexture_property_frames>`
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.. rst-class:: classref-property-setget
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- |void| **set_frames**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_frames**\ (\ )
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Number of frames to use in the animation. While you can create the frames independently with :ref:`set_frame_texture<class_AnimatedTexture_method_set_frame_texture>`, you need to set this value for the animation to take new frames into account. The maximum number of frames is :ref:`MAX_FRAMES<class_AnimatedTexture_constant_MAX_FRAMES>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_property_one_shot:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **one_shot** = ``false`` :ref:`🔗<class_AnimatedTexture_property_one_shot>`
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.. rst-class:: classref-property-setget
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- |void| **set_one_shot**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **get_one_shot**\ (\ )
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If ``true``, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set :ref:`pause<class_AnimatedTexture_property_pause>` to ``true``.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_property_pause:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **pause** = ``false`` :ref:`🔗<class_AnimatedTexture_property_pause>`
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.. rst-class:: classref-property-setget
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- |void| **set_pause**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **get_pause**\ (\ )
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If ``true``, the animation will pause where it currently is (i.e. at :ref:`current_frame<class_AnimatedTexture_property_current_frame>`). The animation will continue from where it was paused when changing this property to ``false``.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_property_speed_scale:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **speed_scale** = ``1.0`` :ref:`🔗<class_AnimatedTexture_property_speed_scale>`
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.. rst-class:: classref-property-setget
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- |void| **set_speed_scale**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_speed_scale**\ (\ )
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The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Method Descriptions
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-------------------
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.. _class_AnimatedTexture_method_get_frame_duration:
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.. rst-class:: classref-method
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:ref:`float<class_float>` **get_frame_duration**\ (\ frame\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_AnimatedTexture_method_get_frame_duration>`
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Returns the given ``frame``'s duration, in seconds.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_method_get_frame_texture:
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.. rst-class:: classref-method
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:ref:`Texture2D<class_Texture2D>` **get_frame_texture**\ (\ frame\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_AnimatedTexture_method_get_frame_texture>`
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Returns the given frame's :ref:`Texture2D<class_Texture2D>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_method_set_frame_duration:
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.. rst-class:: classref-method
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|void| **set_frame_duration**\ (\ frame\: :ref:`int<class_int>`, duration\: :ref:`float<class_float>`\ ) :ref:`🔗<class_AnimatedTexture_method_set_frame_duration>`
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Sets the duration of any given ``frame``. The final duration is affected by the :ref:`speed_scale<class_AnimatedTexture_property_speed_scale>`. If set to ``0``, the frame is skipped during playback.
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.. rst-class:: classref-item-separator
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----
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.. _class_AnimatedTexture_method_set_frame_texture:
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.. rst-class:: classref-method
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|void| **set_frame_texture**\ (\ frame\: :ref:`int<class_int>`, texture\: :ref:`Texture2D<class_Texture2D>`\ ) :ref:`🔗<class_AnimatedTexture_method_set_frame_texture>`
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Assigns a :ref:`Texture2D<class_Texture2D>` to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID :ref:`frames<class_AnimatedTexture_property_frames>` - 1.
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You can define any number of textures up to :ref:`MAX_FRAMES<class_AnimatedTexture_constant_MAX_FRAMES>`, but keep in mind that only frames from 0 to :ref:`frames<class_AnimatedTexture_property_frames>` - 1 will be part of the animation.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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