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author | Micky <micheledevita2@gmail.com> | 2022-08-09 12:57:18 +0200 |
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committer | Micky <micheledevita2@gmail.com> | 2022-09-09 21:06:24 +0200 |
commit | b648ee43ab0798c13d9d97559e9af565c76e024b (patch) | |
tree | f31d269b80bf0ee4c0c0e532507bec2d6b92120e /doc | |
parent | 8b79a19426c7f5eab04caa573866276c76c70871 (diff) | |
download | redot-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.xml | 6 |
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="&""" /> + <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"> |