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Fix AnimationPlayer editor length and step synchronization
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84401e8cdf
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@ -3656,7 +3656,8 @@ void AnimationTrackEditor::_update_step(double p_new_step) {
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step->set_block_signals(true);
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undo_redo->commit_action();
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step->set_block_signals(false);
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emit_signal("animation_step_changed", step_value);
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emit_signal("animation_step_changed", p_new_step);
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animation->_change_notify("step");
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}
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void AnimationTrackEditor::_update_length(double p_new_len) {
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@ -4931,7 +4932,6 @@ void AnimationTrackEditor::_bind_methods() {
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ClassDB::bind_method("_update_scroll", &AnimationTrackEditor::_update_scroll);
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ClassDB::bind_method("_update_tracks", &AnimationTrackEditor::_update_tracks);
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ClassDB::bind_method("_update_step", &AnimationTrackEditor::_update_step);
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ClassDB::bind_method("_update_length", &AnimationTrackEditor::_update_length);
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ClassDB::bind_method("_dropped_track", &AnimationTrackEditor::_dropped_track);
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ClassDB::bind_method("_add_track", &AnimationTrackEditor::_add_track);
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ClassDB::bind_method("_new_track_node_selected", &AnimationTrackEditor::_new_track_node_selected);
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@ -4992,7 +4992,6 @@ AnimationTrackEditor::AnimationTrackEditor() {
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timeline->connect("name_limit_changed", this, "_name_limit_changed");
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timeline->connect("track_added", this, "_add_track");
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timeline->connect("value_changed", this, "_timeline_value_changed");
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timeline->connect("length_changed", this, "_update_length");
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scroll = memnew(ScrollContainer);
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timeline_vbox->add_child(scroll);
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@ -291,25 +291,40 @@ void AnimationPlayerEditor::_pause_pressed() {
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//player->set_pause( pause->is_pressed() );
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}
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String AnimationPlayerEditor::_get_current_animation() const {
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// when selecting an animation, the idea is that the only interesting behavior
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// ui-wise is that it should play/blend the next one if currently playing
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if (animation->get_selected() >= 0 && animation->get_selected() < animation->get_item_count()) {
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return animation->get_item_text(animation->get_selected());
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}
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return "";
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}
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void AnimationPlayerEditor::_animation_selected(int p_which) {
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if (updating)
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return;
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// when selecting an animation, the idea is that the only interesting behavior
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// ui-wise is that it should play/blend the next one if currently playing
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String current;
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if (animation->get_selected() >= 0 && animation->get_selected() < animation->get_item_count()) {
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current = animation->get_item_text(animation->get_selected());
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}
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_current_animation_updated();
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}
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void AnimationPlayerEditor::_current_animation_updated() {
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String current = _get_current_animation();
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if (current != "") {
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Ref<Animation> anim = player->get_animation(current);
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player->set_assigned_animation(current);
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Ref<Animation> anim = player->get_animation(current);
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{
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if (!anim->is_connected("changed", this, "_current_animation_updated"))
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anim->connect("changed", this, "_current_animation_updated");
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track_editor->set_animation(anim);
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Node *root = player->get_node(player->get_root());
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if (root) {
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@ -1066,17 +1081,19 @@ void AnimationPlayerEditor::_list_changed() {
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_update_player();
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}
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void AnimationPlayerEditor::_animation_key_editor_anim_len_changed(float p_len) {
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frame->set_max(p_len);
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}
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void AnimationPlayerEditor::_animation_key_editor_anim_step_changed(float p_len) {
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if (p_len)
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frame->set_step(p_len);
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else
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frame->set_step(0.00001);
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String current = _get_current_animation();
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if (current != "") {
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Ref<Animation> anim = player->get_animation(current);
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anim->_change_notify("step");
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}
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}
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void AnimationPlayerEditor::_animation_key_editor_seek(float p_pos, bool p_drag) {
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@ -1556,6 +1573,7 @@ void AnimationPlayerEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_autoplay_pressed"), &AnimationPlayerEditor::_autoplay_pressed);
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ClassDB::bind_method(D_METHOD("_pause_pressed"), &AnimationPlayerEditor::_pause_pressed);
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ClassDB::bind_method(D_METHOD("_animation_selected"), &AnimationPlayerEditor::_animation_selected);
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ClassDB::bind_method(D_METHOD("_current_animation_updated"), &AnimationPlayerEditor::_current_animation_updated);
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ClassDB::bind_method(D_METHOD("_animation_name_edited"), &AnimationPlayerEditor::_animation_name_edited);
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ClassDB::bind_method(D_METHOD("_animation_new"), &AnimationPlayerEditor::_animation_new);
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ClassDB::bind_method(D_METHOD("_animation_rename"), &AnimationPlayerEditor::_animation_rename);
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@ -1575,7 +1593,6 @@ void AnimationPlayerEditor::_bind_methods() {
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//ClassDB::bind_method(D_METHOD("_editor_load_all"),&AnimationPlayerEditor::_editor_load_all);
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ClassDB::bind_method(D_METHOD("_list_changed"), &AnimationPlayerEditor::_list_changed);
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ClassDB::bind_method(D_METHOD("_animation_key_editor_seek"), &AnimationPlayerEditor::_animation_key_editor_seek);
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ClassDB::bind_method(D_METHOD("_animation_key_editor_anim_len_changed"), &AnimationPlayerEditor::_animation_key_editor_anim_len_changed);
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ClassDB::bind_method(D_METHOD("_animation_key_editor_anim_step_changed"), &AnimationPlayerEditor::_animation_key_editor_anim_step_changed);
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ClassDB::bind_method(D_METHOD("_hide_anim_editors"), &AnimationPlayerEditor::_hide_anim_editors);
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ClassDB::bind_method(D_METHOD("_animation_duplicate"), &AnimationPlayerEditor::_animation_duplicate);
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@ -1804,7 +1821,6 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
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add_child(track_editor);
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track_editor->set_v_size_flags(SIZE_EXPAND_FILL);
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track_editor->connect("timeline_changed", this, "_animation_key_editor_seek");
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track_editor->connect("animation_len_changed", this, "_animation_key_editor_anim_len_changed");
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track_editor->connect("animation_step_changed", this, "_animation_key_editor_anim_step_changed");
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_update_player();
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@ -172,7 +172,9 @@ class AnimationPlayerEditor : public VBoxContainer {
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void _autoplay_pressed();
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void _stop_pressed();
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void _pause_pressed();
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String _get_current_animation() const;
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void _animation_selected(int p_which);
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void _current_animation_updated();
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void _animation_new();
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void _animation_rename();
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void _animation_name_edited();
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