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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimatedSprite3D" inherits= "SpriteBase3D" version= "4.0" >
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<brief_description >
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2D sprite node in 3D world, that can use multiple 2D textures for animation.
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</brief_description>
<description >
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
<tutorials >
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<link title= "2D Sprite animation (also applies to 3D)" > https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
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</tutorials>
<methods >
<method name= "is_playing" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if an animation is currently being played.
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</description>
</method>
<method name= "play" >
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<return type= "void" />
<argument index= "0" name= "anim" type= "StringName" default= "&""" />
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<description >
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Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played.
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</description>
</method>
<method name= "stop" >
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<return type= "void" />
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<description >
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Stops the current animation (does not reset the frame counter).
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</description>
</method>
</methods>
<members >
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<member name= "animation" type= "StringName" setter= "set_animation" getter= "get_animation" default= "&"default"" >
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name= "frame" type= "int" setter= "set_frame" getter= "get_frame" default= "0" >
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The displayed animation frame's index.
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</member>
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<member name= "frames" type= "SpriteFrames" setter= "set_sprite_frames" getter= "get_sprite_frames" >
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The [SpriteFrames] resource containing the animation(s).
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</member>
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<member name= "playing" type= "bool" setter= "_set_playing" getter= "_is_playing" default= "false" >
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If [code]true[/code], the [member animation] is currently playing.
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</member>
</members>
<signals >
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<signal name= "animation_finished" >
<description >
Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
</description>
</signal>
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<signal name= "frame_changed" >
<description >
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Emitted when [member frame] changed.
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</description>
</signal>
</signals>
</class>