Merge pull request #73117 from TokageItLab/fix-nodeoneshot-fadeout
Fix NodeOneShot fade-out doesn't blend animations correctly
This commit is contained in:
commit
775f460995
1 changed files with 4 additions and 3 deletions
|
@ -351,14 +351,15 @@ double AnimationNodeOneShot::process(double p_time, bool p_seek, bool p_is_exter
|
|||
}
|
||||
|
||||
real_t blend;
|
||||
bool use_fade_in = fade_in > 0;
|
||||
bool use_blend = fade_in > 0;
|
||||
if (cur_time < fade_in) {
|
||||
if (use_fade_in) {
|
||||
if (use_blend) {
|
||||
blend = cur_time / fade_in;
|
||||
} else {
|
||||
blend = 0; // Should not happen.
|
||||
}
|
||||
} else if (!do_start && cur_remaining <= fade_out) {
|
||||
use_blend = true;
|
||||
if (fade_out > 0) {
|
||||
blend = (cur_remaining / fade_out);
|
||||
} else {
|
||||
|
@ -371,7 +372,7 @@ double AnimationNodeOneShot::process(double p_time, bool p_seek, bool p_is_exter
|
|||
double main_rem = 0.0;
|
||||
if (mix == MIX_MODE_ADD) {
|
||||
main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0, FILTER_IGNORE, sync);
|
||||
} else if (use_fade_in) {
|
||||
} else if (use_blend) {
|
||||
main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0 - blend, FILTER_BLEND, sync); // Unlike below, processing this edge is a corner case.
|
||||
}
|
||||
double os_rem = blend_input(1, os_seek ? cur_time : p_time, os_seek, p_is_external_seeking, Math::is_zero_approx(blend) ? CMP_EPSILON : blend, FILTER_PASS, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
|
||||
|
|
Loading…
Reference in a new issue