Replaced loops_current with end_loop

(cherry picked from commit c526ee6683b74a8e0b283b1630dd29c5280aae19)
This commit is contained in:
ScottVMariotte 2022-04-14 14:28:42 -04:00 committed by Relintai
parent e439495ea4
commit d858779450
2 changed files with 7 additions and 15 deletions

View File

@ -183,8 +183,6 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
return true; //nothing to do
}
loops_current = 0; // reset loops, so fade does not happen immediately
Vector2 current_pos = p_state_machine->states[current].position;
Vector2 target_pos = p_state_machine->states[p_travel].position;
@ -350,7 +348,6 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
pos_current = 0;
loops_current = 0;
}
if (!p_state_machine->states.has(current)) {
@ -386,12 +383,8 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
}
{ //advance and loop check
float next_pos = len_current - rem;
if (next_pos < pos_current) {
loops_current++;
}
end_loop = next_pos < pos_current;
pos_current = next_pos; //looped
}
@ -441,15 +434,15 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
bool goto_next = false;
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
if (loops_current > 0) {
goto_next = next_xfade >= (len_current - pos_current) || end_loop;
if (end_loop) {
next_xfade = 0;
}
} else {
goto_next = fading_from == StringName();
}
if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
if (next_xfade) {
//time to fade, baby
@ -476,7 +469,6 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
}
rem = len_current; //so it does not show 0 on transition
loops_current = 0;
}
}

View File

@ -94,9 +94,9 @@ class AnimationNodeStateMachinePlayback : public Resource {
float len_total;
float len_current;
float pos_current;
int loops_current;
float len_current = 0.0;
float pos_current = 0.0;
bool end_loop = false;
StringName current;