Add animation_finished signal and fix frame_changed signal for AnimatedSprite3D
Fixes #40301. Fixes #45947.
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2 changed files with 8 additions and 0 deletions
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@ -49,6 +49,11 @@
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</member>
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</members>
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<signals>
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<signal name="animation_finished">
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<description>
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Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
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</description>
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</signal>
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<signal name="frame_changed">
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<description>
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Emitted when [member frame] changed.
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@ -888,11 +888,13 @@ void AnimatedSprite3D::_notification(int p_what) {
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} else {
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frame = fc - 1;
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}
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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} else {
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frame++;
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}
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_queue_update();
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
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float to_process = MIN(timeout, remaining);
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@ -1082,6 +1084,7 @@ void AnimatedSprite3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
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ADD_SIGNAL(MethodInfo("frame_changed"));
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ADD_SIGNAL(MethodInfo("animation_finished"));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
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