Reset state of SkeletonModification2D when loaded from cache
This commit is contained in:
parent
ef8acbde9a
commit
e2995d3b88
2 changed files with 7 additions and 0 deletions
|
@ -233,6 +233,11 @@ void SkeletonModification2D::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode");
|
||||
}
|
||||
|
||||
void SkeletonModification2D::reset_state() {
|
||||
stack = nullptr;
|
||||
is_setup = false;
|
||||
}
|
||||
|
||||
SkeletonModification2D::SkeletonModification2D() {
|
||||
stack = nullptr;
|
||||
is_setup = false;
|
||||
|
|
|
@ -57,6 +57,8 @@ protected:
|
|||
|
||||
bool _print_execution_error(bool p_condition, String p_message);
|
||||
|
||||
virtual void reset_state() override;
|
||||
|
||||
GDVIRTUAL1(_execute, double)
|
||||
GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
|
||||
GDVIRTUAL0(_draw_editor_gizmo)
|
||||
|
|
Loading…
Reference in a new issue