Updates frame timeout when changing speed scale
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dc7060973c
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2 changed files with 19 additions and 11 deletions
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@ -361,7 +361,7 @@ void AnimatedSprite::_notification(int p_what) {
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if (timeout <= 0) {
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timeout = 1.0 / speed;
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timeout = _get_frame_duration();
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int fc = frames->get_frame_count(animation);
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if (frame >= fc - 1) {
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@ -483,7 +483,13 @@ int AnimatedSprite::get_frame() const {
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void AnimatedSprite::set_speed_scale(float p_speed_scale) {
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float elapsed = _get_frame_duration() - timeout;
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speed_scale = MAX(p_speed_scale, 0.0f);
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// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
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_reset_timeout();
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timeout -= elapsed;
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}
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float AnimatedSprite::get_speed_scale() const {
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@ -574,21 +580,22 @@ bool AnimatedSprite::is_playing() const {
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return playing;
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}
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float AnimatedSprite::_get_frame_duration() {
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if (frames.is_valid() && frames->has_animation(animation)) {
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float speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed > 0) {
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return 1.0 / speed;
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}
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}
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return 0.0;
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}
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void AnimatedSprite::_reset_timeout() {
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if (!playing)
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return;
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if (frames.is_valid() && frames->has_animation(animation)) {
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float speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed > 0) {
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timeout = 1.0 / speed;
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} else {
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timeout = 0;
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}
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} else {
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timeout = 0;
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}
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timeout = _get_frame_duration();
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}
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void AnimatedSprite::set_animation(const StringName &p_animation) {
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@ -141,6 +141,7 @@ class AnimatedSprite : public Node2D {
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void _res_changed();
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float _get_frame_duration();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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