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Anima
Anima addon
Once activated, the addon will add the Anima singleton class to your project.
Custom nodes
Anima provides those two additional nodes:
- AnimaNode, used to handle the setup of all the animations supported by the addon
- AnimaTween, is the custom Tween used that allows the magic to happen :)
Syntax
Reference
begin
This method is used to programmatically add the AnimaNode to the scene as a child of the specified node one. It will return the AnimaNode added attached to the specified node.
Syntax
begin(node: Node, animation_name = 'Anima', is_single_shot := false) -> AnimaNode:
Parameter | Type | Default | Description |
---|---|---|---|
node | Node | The node where to attache the AnimaNode generated during the process | |
animation_name | String | Anima | (optional) The animation name. |
is_single_shot | bool | false | (optional) If true automatically frees the AnimaNode created by the scene once the animation completes |
NOTE: Anytime this method is called Anima
will check if an AnimaNode
already exists with the given name and, if not, creates one.
So, calling begin
multiple times using the same name will result in reusing the same AnimaNode
over and over.
The node created is not freed by default once an animation has completed unless is_singl_shot
is set to true.
Example
var anima: AnimaNode = Anima.begin(self)
var anima: AnimaNode = Anima.begin(self, 'my cool animation')
var anima: AnimaNode = Anima.begin(self, 'my cool animation', true)
begin_single_shot
This method is syntax sugar for the begin
one automatically sets is_single_shot
to true.
Syntax
begin(node: Node, animation_name = 'Anima') -> AnimaNode:
Parameter | Type | Default | Description |
---|---|---|---|
node | Node | The node where to attache the AnimaNode generated during the process | |
animation_name | String | Anima | (optional) The animation name. |
Example
var anima: AnimaNode = Anima.begin(self, 'my cool animation')
var anima: AnimaNode = Anima.begin(self)