Merge pull request #60247 from ScottVMariotte/AnimationTree_atEndFix
Replaced `loops_current` with `end_loop` in `AnimationNodeStateMachinePlayback`
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commit
1eb09364f8
2 changed files with 5 additions and 13 deletions
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@ -185,8 +185,6 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
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return true; //nothing to do
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}
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loops_current = 0; // reset loops, so fade does not happen immediately
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Vector2 current_pos = p_state_machine->states[current].position;
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Vector2 target_pos = p_state_machine->states[p_travel].position;
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@ -352,7 +350,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
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pos_current = 0;
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loops_current = 0;
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}
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if (!p_state_machine->states.has(current)) {
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@ -388,12 +385,8 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
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}
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{ //advance and loop check
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float next_pos = len_current - rem;
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if (next_pos < pos_current) {
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loops_current++;
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}
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end_loop = next_pos < pos_current;
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pos_current = next_pos; //looped
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}
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@ -443,15 +436,15 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
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bool goto_next = false;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
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goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
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if (loops_current > 0) {
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goto_next = next_xfade >= (len_current - pos_current) || end_loop;
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if (end_loop) {
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next_xfade = 0;
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}
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} else {
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goto_next = fading_from == StringName();
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}
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if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
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if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
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if (next_xfade) {
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//time to fade, baby
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@ -478,7 +471,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
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}
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rem = len_current; //so it does not show 0 on transition
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loops_current = 0;
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}
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}
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@ -97,7 +97,7 @@ class AnimationNodeStateMachinePlayback : public Resource {
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float len_current = 0.0;
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float pos_current = 0.0;
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int loops_current = 0;
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bool end_loop = false;
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StringName current;
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