Merge pull request #60247 from ScottVMariotte/AnimationTree_atEndFix

Replaced `loops_current` with `end_loop` in `AnimationNodeStateMachinePlayback`
This commit is contained in:
Rémi Verschelde 2022-04-28 18:22:23 +02:00 committed by GitHub
commit 1eb09364f8
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 5 additions and 13 deletions

View file

@ -185,8 +185,6 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
return true; //nothing to do
}
loops_current = 0; // reset loops, so fade does not happen immediately
Vector2 current_pos = p_state_machine->states[current].position;
Vector2 target_pos = p_state_machine->states[p_travel].position;
@ -352,7 +350,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
pos_current = 0;
loops_current = 0;
}
if (!p_state_machine->states.has(current)) {
@ -388,12 +385,8 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
}
{ //advance and loop check
float next_pos = len_current - rem;
if (next_pos < pos_current) {
loops_current++;
}
end_loop = next_pos < pos_current;
pos_current = next_pos; //looped
}
@ -443,15 +436,15 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
bool goto_next = false;
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
if (loops_current > 0) {
goto_next = next_xfade >= (len_current - pos_current) || end_loop;
if (end_loop) {
next_xfade = 0;
}
} else {
goto_next = fading_from == StringName();
}
if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
if (next_xfade) {
//time to fade, baby
@ -478,7 +471,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
}
rem = len_current; //so it does not show 0 on transition
loops_current = 0;
}
}

View file

@ -97,7 +97,7 @@ class AnimationNodeStateMachinePlayback : public Resource {
float len_current = 0.0;
float pos_current = 0.0;
int loops_current = 0;
bool end_loop = false;
StringName current;