Fix animation reset-on-save on inactive scene tabs

This commit is contained in:
Pedro J. Estébanez 2021-02-09 21:41:48 +01:00
parent 7d9eed093a
commit fbb37196fd
2 changed files with 9 additions and 8 deletions

View file

@ -229,13 +229,13 @@ void AnimationPlayer::_notification(int p_what) {
}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) {
// Already cached?
if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
return;
}
Node *parent = get_node(root);
Node *parent = p_root_override ? p_root_override : get_node(root);
ERR_FAIL_COND(!parent);
@ -1497,13 +1497,13 @@ void AnimationPlayer::get_argument_options(const StringName &p_function, int p_i
}
#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> AnimationPlayer::backup_animated_values() {
Ref<AnimatedValuesBackup> AnimationPlayer::backup_animated_values(Node *p_root_override) {
Ref<AnimatedValuesBackup> backup;
if (!playback.current.from) {
return backup;
}
_ensure_node_caches(playback.current.from);
_ensure_node_caches(playback.current.from, p_root_override);
backup.instance();
for (int i = 0; i < playback.current.from->node_cache.size(); i++) {
@ -1560,10 +1560,11 @@ Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {
AnimationPlayer *aux_player = memnew(AnimationPlayer);
EditorNode::get_singleton()->add_child(aux_player);
aux_player->set_root(aux_player->get_path_to(root_node));
aux_player->add_animation("RESET", reset_anim);
aux_player->set_assigned_animation("RESET");
Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values();
// Forcing the use of the original root because the scene where original player belongs may be not the active one
Node *root = get_node(get_root());
Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values(root);
aux_player->seek(0.0f, true);
aux_player->queue_delete();

View file

@ -215,7 +215,7 @@ private:
void _animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false);
void _ensure_node_caches(AnimationData *p_anim);
void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr);
void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
void _animation_process2(float p_delta, bool p_started);
void _animation_update_transforms();
@ -319,7 +319,7 @@ public:
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> backup_animated_values();
Ref<AnimatedValuesBackup> backup_animated_values(Node *p_root_override = nullptr);
Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
bool can_apply_reset() const;
#endif