ClassRef: Replace [code]CurrentClass[/code] with [CurrentClass]
Modified makerst to generate code tags for these to avoid hyperlinks to the same class.
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Proxy texture for simple frame-based animations.
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</brief_description>
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<description>
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[code]AnimatedTexture[/code] 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 [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture] resource can be used, e.g. in a [TileSet].
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[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 [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture] resource can be used, e.g. in a [TileSet].
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The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
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[code]AnimatedTexture[/code] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
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[AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
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</description>
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<tutorials>
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</tutorials>
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</members>
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<constants>
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<constant name="MAX_FRAMES" value="256">
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The maximum number of frames supported by [code]AnimatedTexture[/code]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite].
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The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite].
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</constant>
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</constants>
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</class>
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