Proxy texture for simple frame-based animations.
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. The playback of the animation is controlled by the [member speed_scale] property, as well as each frame's duration (see [method set_frame_duration]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D]. [b]Warning:[/b] The current implementation is not efficient for the modern renderers.
Returns the given [param frame]'s duration, in seconds.
Returns the given frame's [Texture2D].
Sets the duration of any given [param frame]. The final duration is affected by the [member speed_scale]. If set to [code]0[/code], the frame is skipped during playback.
Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1. You can define any number of textures up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
- Sets the currently visible frame of the texture. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.
- Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].
- If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
- If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
- The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D].