Fixes AnimatedSprite2D animation_finished signal triggering too early
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cfa373c69f
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2 changed files with 8 additions and 3 deletions
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@ -395,15 +395,17 @@ void AnimatedSprite::_notification(int p_what) {
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int fc = frames->get_frame_count(animation);
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if (frame >= fc - 1) {
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if (frames->get_animation_loop(animation)) {
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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frame = 0;
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} else {
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if (!is_over) {
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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is_over = true;
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}
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frame = fc - 1;
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}
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} else {
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frame++;
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if (frame == fc - 1) {
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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}
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}
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update();
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@ -625,6 +627,7 @@ void AnimatedSprite::_reset_timeout() {
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return;
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timeout = _get_frame_duration();
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is_over = false;
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}
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void AnimatedSprite::set_animation(const StringName &p_animation) {
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@ -712,4 +715,5 @@ AnimatedSprite::AnimatedSprite() {
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playing = false;
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animation = "default";
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timeout = 0;
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is_over = false;
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}
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@ -135,6 +135,7 @@ class AnimatedSprite : public Node2D {
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bool centered;
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Point2 offset;
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bool is_over;
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float timeout;
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bool hflip;
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