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https://github.com/Relintai/procedural_animations.git
synced 2024-11-13 08:27:19 +01:00
Show/hide play related buttons, and work on the player's api.
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83d1574a04
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@ -30,6 +30,12 @@ void ProceduralAnimationEditor::edit(const Ref<ProceduralAnimation> &animation)
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_selected_category = -1;
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_selected_animation = -1;
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_stop->hide();
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_play->hide();
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_play_from->hide();
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_play_bw->hide();
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_play_bw_from->hide();
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clear_keyframe_nodes();
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refresh_option_buttons();
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}
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@ -39,6 +45,17 @@ void ProceduralAnimationEditor::edit(ProceduralAnimationPlayer *player) {
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_selected_category = -1;
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_selected_animation = -1;
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_stop->show();
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_play->show();
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_play_from->show();
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_play_bw->show();
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_play_bw_from->show();
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_animation = player->get_animation();
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clear_keyframe_nodes();
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refresh_option_buttons();
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}
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void ProceduralAnimationEditor::load_selected_animation() {
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@ -684,6 +701,7 @@ void ProceduralAnimationEditorPlugin::edit(Object *p_object) {
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animation_editor->edit(Object::cast_to<ProceduralAnimationPlayer>(p_object));
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animation_editor_button->show();
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} else {
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animation_editor_button->set_pressed(false);
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animation_editor_button->hide();
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}
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}
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@ -698,8 +716,7 @@ bool ProceduralAnimationEditorPlugin::handles(Object *p_object) const {
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if (player)
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animation_editor_button->set_pressed(true);
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} else {
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if (player)
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animation_editor_button->set_pressed(false);
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animation_editor_button->set_pressed(false);
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animation_editor_button->hide();
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}
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@ -22,6 +22,24 @@ SOFTWARE.
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#include "procedural_animation_player.h"
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void ProceduralAnimationPlayer::play(const StringName &p_name, float p_custom_blend, float p_custom_scale, bool p_from_end) {
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print_error("adada");
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Ref<ProceduralAnimation> ProceduralAnimationPlayer::get_animation() {
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return _animation;
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}
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void ProceduralAnimationPlayer::set_animation(const Ref<ProceduralAnimation> &animation) {
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_animation = animation;
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}
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void ProceduralAnimationPlayer::play(const StringName &p_name, float p_custom_blend, float p_custom_scale, bool p_from_end) {
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}
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ProceduralAnimationPlayer::ProceduralAnimationPlayer() {
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}
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ProceduralAnimationPlayer::~ProceduralAnimationPlayer() {
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_animation.unref();
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}
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void ProceduralAnimationPlayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_animation"), &ProceduralAnimationPlayer::get_animation);
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ClassDB::bind_method(D_METHOD("set_animation", "value"), &ProceduralAnimationPlayer::set_animation);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation", PROPERTY_HINT_RESOURCE_TYPE, "ProceduralAnimation"), "set_animation", "get_animation");
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}
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@ -25,11 +25,25 @@ SOFTWARE.
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#include "scene/main/node.h"
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#include "procedural_animation.h"
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class ProceduralAnimationPlayer : public Node {
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GDCLASS(ProceduralAnimationPlayer, Node);
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public:
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Ref<ProceduralAnimation> get_animation();
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void set_animation(const Ref<ProceduralAnimation> &animation);
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void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
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ProceduralAnimationPlayer();
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~ProceduralAnimationPlayer();
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protected:
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static void _bind_methods();
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private:
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Ref<ProceduralAnimation> _animation;
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};
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#endif
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