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Fix an issue with the animation editor not seeking to the target time properly.
Fixes #15646.
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@ -208,6 +208,9 @@
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</method>
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</methods>
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<members>
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<member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation">
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If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation].
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</member>
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<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay">
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The name of the animation to play when the scene loads. Default value: [code]""[/code].
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</member>
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@ -73,7 +73,7 @@ void AnimationPlayerEditor::_notification(int p_what) {
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if (player->is_playing()) {
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{
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String animname = player->get_current_animation();
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String animname = player->get_assigned_animation();
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if (player->has_animation(animname)) {
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Ref<Animation> anim = player->get_animation(animname);
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@ -186,7 +186,7 @@ void AnimationPlayerEditor::_play_pressed() {
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if (current != "") {
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if (current == player->get_current_animation())
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if (current == player->get_assigned_animation())
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player->stop(); //so it wont blend with itself
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player->play(current);
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}
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@ -209,7 +209,7 @@ void AnimationPlayerEditor::_play_from_pressed() {
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float time = player->get_current_animation_position();
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if (current == player->get_current_animation() && player->is_playing()) {
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if (current == player->get_assigned_animation() && player->is_playing()) {
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player->stop(); //so it wont blend with itself
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}
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@ -234,7 +234,7 @@ void AnimationPlayerEditor::_play_bw_pressed() {
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if (current != "") {
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if (current == player->get_current_animation())
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if (current == player->get_assigned_animation())
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player->stop(); //so it wont blend with itself
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player->play(current, -1, -1, true);
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}
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@ -256,7 +256,7 @@ void AnimationPlayerEditor::_play_bw_from_pressed() {
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if (current != "") {
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float time = player->get_current_animation_position();
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if (current == player->get_current_animation())
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if (current == player->get_assigned_animation())
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player->stop(); //so it wont blend with itself
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player->play(current, -1, -1, true);
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@ -299,7 +299,7 @@ void AnimationPlayerEditor::_animation_selected(int p_which) {
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if (current != "") {
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// player->set_current_animation(current, false);
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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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@ -654,9 +654,7 @@ Dictionary AnimationPlayerEditor::get_state() const {
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d["visible"] = is_visible_in_tree();
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if (EditorNode::get_singleton()->get_edited_scene() && is_visible_in_tree() && player) {
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d["player"] = EditorNode::get_singleton()->get_edited_scene()->get_path_to(player);
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}
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if (animation->get_selected() >= 0 && animation->get_selected() < animation->get_item_count()) {
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d["animation"] = animation->get_item_text(animation->get_selected());
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d["animation"] = player->get_assigned_animation();
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}
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return d;
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@ -784,7 +782,7 @@ void AnimationPlayerEditor::_update_animation() {
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}
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scale->set_text(String::num(player->get_speed_scale(), 2));
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String current = player->get_current_animation();
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String current = player->get_assigned_animation();
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for (int i = 0; i < animation->get_item_count(); i++) {
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@ -831,7 +829,7 @@ void AnimationPlayerEditor::_update_player() {
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else
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animation->add_item(E->get());
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if (player->get_current_animation() == E->get())
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if (player->get_assigned_animation() == E->get())
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active_idx = animation->get_item_count() - 1;
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}
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@ -988,7 +986,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_set) {
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};
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updating = true;
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String current = player->get_current_animation(); //animation->get_item_text( animation->get_selected() );
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String current = player->get_assigned_animation(); //animation->get_item_text( animation->get_selected() );
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if (current == "" || !player->has_animation(current)) {
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updating = false;
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current = "";
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@ -1338,7 +1336,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_1() {
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void AnimationPlayerEditor::_prepare_onion_layers_2() {
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Ref<Animation> anim = player->get_animation(player->get_current_animation());
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Ref<Animation> anim = player->get_animation(player->get_assigned_animation());
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if (!anim.is_valid())
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return;
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@ -977,6 +977,7 @@ bool AnimationPlayer::is_playing() const {
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return true;
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*/
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}
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void AnimationPlayer::set_current_animation(const String &p_anim) {
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if (p_anim == "[stop]" || p_anim == "") {
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@ -986,13 +987,6 @@ void AnimationPlayer::set_current_animation(const String &p_anim) {
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} else {
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// Same animation, do not replay from start
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}
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/*
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ERR_FAIL_COND(!animation_set.has(p_anim));
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playback.current.pos = 0;
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playback.current.from = &animation_set[p_anim];
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playback.assigned = p_anim;
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*/
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}
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String AnimationPlayer::get_current_animation() const {
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@ -1000,6 +994,23 @@ String AnimationPlayer::get_current_animation() const {
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return (is_playing() ? playback.assigned : "");
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}
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void AnimationPlayer::set_assigned_animation(const String &p_anim) {
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if (is_playing()) {
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play(p_anim);
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} else {
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ERR_FAIL_COND(!animation_set.has(p_anim));
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playback.current.pos = 0;
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playback.current.from = &animation_set[p_anim];
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playback.assigned = p_anim;
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}
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}
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String AnimationPlayer::get_assigned_animation() const {
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return playback.assigned;
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}
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void AnimationPlayer::stop(bool p_reset) {
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Playback &c = playback;
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@ -1301,6 +1312,8 @@ void AnimationPlayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_current_animation", "anim"), &AnimationPlayer::set_current_animation);
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ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation);
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ClassDB::bind_method(D_METHOD("set_assigned_animation", "anim"), &AnimationPlayer::set_assigned_animation);
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ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation);
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ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
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ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue);
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@ -1331,6 +1344,7 @@ void AnimationPlayer::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER), "set_current_animation", "get_current_animation");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "assigned_animation", PROPERTY_HINT_NONE, "", 0), "set_assigned_animation", "get_assigned_animation");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_autoplay", "get_autoplay");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_length", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_length");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_position", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_position");
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@ -284,6 +284,8 @@ public:
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bool is_playing() const;
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String get_current_animation() const;
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void set_current_animation(const String &p_anim);
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String get_assigned_animation() const;
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void set_assigned_animation(const String &p_anim);
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void stop_all();
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void set_active(bool p_active);
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bool is_active() const;
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