This contains the source code documentation of the class DialogicAnimation
.
DialogicAnimation
Inherits: Node
Class that can be used to animate portraits. Can be extended to create animations.
Properties
Name | Type | Default |
---|---|---|
node | Node | |
time | float | |
base_position | Vector2 | |
base_scale | Vector2 | |
repeats | int | |
is_reversed | bool | false |
Methods
Returns | Method |
---|---|
void | animate ( ) |
void | finished_one_loop ( ) |
void | pause ( ) |
void | resume ( ) |
String | get_modulation_property ( ) |
Constants
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Signals
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Property Descriptions
Set at runtime, will be the node to animate.
Set at runtime, will be the length of the animation.
Set at runtime, will be the base position of the node. Depending on the animation, this might be the start, end or both.
Set at runtime, will be the base scale of the node.
Used to repeate the animation for a number of times.
If true
, the animation will be reversed. This must be implemented by each animation or it will have no effect.
Method Descriptions
To be overridden. Do the actual animating/tweening in here. Use the properties node
, time
, base_position
, etc.
func finished_one_loop ( ) ⇒ void
This method controls whether to repeat the animation or not. Animations must call this once they finished an animation.
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func get_modulation_property ( ) ⇒ String
If the animation wants to change the modulation, this method will return the property to change. The CanvasGroup can use self_modulate
instead of modulate
to uniformly change the modulation of all children without additively overlaying the modulations.