Fixed animation_player errors displaying wrong property.
Fixed animation_player errors displaying wrong property. It appears the cache wasn't created property. This fixes #17718
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4b6846a59d
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1 changed files with 24 additions and 31 deletions
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@ -263,43 +263,36 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
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key.id = id;
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key.bone_idx = bone_idx;
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if (node_cache_map.has(key)) {
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p_anim->node_cache.write[i] = &node_cache_map[key];
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} else {
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if (!node_cache_map.has(key))
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node_cache_map[key] = TrackNodeCache();
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p_anim->node_cache.write[i] = &node_cache_map[key];
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p_anim->node_cache[i]->path = a->track_get_path(i);
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p_anim->node_cache[i]->node = child;
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p_anim->node_cache[i]->resource = resource;
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p_anim->node_cache[i]->node_2d = Object::cast_to<Node2D>(child);
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if (a->track_get_type(i) == Animation::TYPE_TRANSFORM) {
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// special cases and caches for transform tracks
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p_anim->node_cache.write[i] = &node_cache_map[key];
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p_anim->node_cache[i]->path = a->track_get_path(i);
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p_anim->node_cache[i]->node = child;
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p_anim->node_cache[i]->resource = resource;
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p_anim->node_cache[i]->node_2d = Object::cast_to<Node2D>(child);
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if (a->track_get_type(i) == Animation::TYPE_TRANSFORM) {
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// special cases and caches for transform tracks
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// cache spatial
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p_anim->node_cache[i]->spatial = Object::cast_to<Spatial>(child);
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// cache skeleton
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p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton>(child);
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if (p_anim->node_cache[i]->skeleton) {
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// cache spatial
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p_anim->node_cache[i]->spatial = Object::cast_to<Spatial>(child);
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// cache skeleton
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p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton>(child);
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if (p_anim->node_cache[i]->skeleton) {
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if (a->track_get_path(i).get_subname_count() == 1) {
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StringName bone_name = a->track_get_path(i).get_subname(0);
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if (a->track_get_path(i).get_subname_count() == 1) {
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StringName bone_name = a->track_get_path(i).get_subname(0);
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p_anim->node_cache[i]->bone_idx = p_anim->node_cache[i]->skeleton->find_bone(bone_name);
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if (p_anim->node_cache[i]->bone_idx < 0) {
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// broken track (nonexistent bone)
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p_anim->node_cache[i]->skeleton = NULL;
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p_anim->node_cache[i]->spatial = NULL;
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printf("bone is %ls\n", String(bone_name).c_str());
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ERR_CONTINUE(p_anim->node_cache[i]->bone_idx < 0);
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} else {
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}
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} else {
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// no property, just use spatialnode
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p_anim->node_cache[i]->bone_idx = p_anim->node_cache[i]->skeleton->find_bone(bone_name);
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if (p_anim->node_cache[i]->bone_idx < 0) {
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// broken track (nonexistent bone)
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p_anim->node_cache[i]->skeleton = NULL;
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p_anim->node_cache[i]->spatial = NULL;
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printf("bone is %ls\n", String(bone_name).c_str());
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ERR_CONTINUE(p_anim->node_cache[i]->bone_idx < 0);
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}
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} else {
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// no property, just use spatialnode
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p_anim->node_cache[i]->skeleton = NULL;
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}
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}
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}
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