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authorMicky <micheledevita2@gmail.com>2022-08-09 12:57:18 +0200
committerMicky <micheledevita2@gmail.com>2022-09-09 21:06:24 +0200
commitb648ee43ab0798c13d9d97559e9af565c76e024b (patch)
treef31d269b80bf0ee4c0c0e532507bec2d6b92120e /doc
parent8b79a19426c7f5eab04caa573866276c76c70871 (diff)
downloadredot-engine-b648ee43ab0798c13d9d97559e9af565c76e024b.tar.gz
Harmonise AnimatedSprite3D and its 2D counterpart
Add the following properties to AnimatedSprite3D: - `backwards` parameter in `play()`; - `speed_scale`. Both classes' internals are more similar, down to the line spacings. They've also been updated to be clearer and less inconsistent (e.g. `!frames.is_valid()` -> `frames.is_null()`, use SceneStringNames instead of CoreStringNames, rename the internal _queue_update to _queue_redraw)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/AnimatedSprite3D.xml6
1 files changed, 5 insertions, 1 deletions
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 0bc5484e3a..58d3ca6ad3 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -13,8 +13,9 @@
<method name="play">
<return type="void" />
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
+ <param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse.
</description>
</method>
<method name="stop">
@@ -37,6 +38,9 @@
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ The animation speed is multiplied by this value.
+ </member>
</members>
<signals>
<signal name="animation_finished">