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https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 00:48:09 +01:00
Replaced loops_current with end_loop
(cherry picked from commit c526ee6683b74a8e0b283b1630dd29c5280aae19)
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e439495ea4
commit
d858779450
@ -183,8 +183,6 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
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return true; //nothing to do
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}
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loops_current = 0; // reset loops, so fade does not happen immediately
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Vector2 current_pos = p_state_machine->states[current].position;
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Vector2 target_pos = p_state_machine->states[p_travel].position;
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@ -350,7 +348,6 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
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pos_current = 0;
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loops_current = 0;
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}
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if (!p_state_machine->states.has(current)) {
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@ -386,12 +383,8 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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}
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{ //advance and loop check
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float next_pos = len_current - rem;
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if (next_pos < pos_current) {
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loops_current++;
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}
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end_loop = next_pos < pos_current;
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pos_current = next_pos; //looped
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}
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@ -441,15 +434,15 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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bool goto_next = false;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
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goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
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if (loops_current > 0) {
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goto_next = next_xfade >= (len_current - pos_current) || end_loop;
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if (end_loop) {
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next_xfade = 0;
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}
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} else {
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goto_next = fading_from == StringName();
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}
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if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
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if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
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if (next_xfade) {
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//time to fade, baby
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@ -476,7 +469,6 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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}
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rem = len_current; //so it does not show 0 on transition
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loops_current = 0;
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}
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}
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@ -94,9 +94,9 @@ class AnimationNodeStateMachinePlayback : public Resource {
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float len_total;
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float len_current;
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float pos_current;
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int loops_current;
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float len_current = 0.0;
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float pos_current = 0.0;
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bool end_loop = false;
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StringName current;
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