Fixes BlendSpace2D BLEND_MODE_DISCRETE_CARRY.

When BlendSpace2D switches animations, it will now correctly
calculate the previous animation position and length and
apply is to the new animation.
This commit is contained in:
bowling-allie 2021-05-01 20:36:43 -07:00
parent 33a0fb6e02
commit bcb1e2b79f

View file

@ -532,10 +532,10 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
float from = 0.0;
if (blend_mode == BLEND_MODE_DISCRETE_CARRY && closest != -1) {
//see how much animation remains
from = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, true, 0.0, FILTER_IGNORE, false) - length_internal;
from = length_internal - blend_node(blend_points[closest].name, blend_points[closest].node, p_time, false, 0.0, FILTER_IGNORE, false);
}
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false) + from;
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false);
length_internal = from + mind;
closest = new_closest;