Merge pull request #65354 from V-Sekai/state_machine_freeze_new_transition
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commit
017c4f5608
@ -267,6 +267,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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for (int i = node_rects.size() - 1; i >= 0; i--) { //inverse to draw order
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if (node_rects[i].node.has_point(mb->get_position())) { //select node since nothing else was selected
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connecting = true;
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connection_follows_cursor = true;
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connecting_from = node_rects[i].node_name;
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connecting_to = mb->get_position();
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connecting_to_node = StringName();
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@ -296,6 +297,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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_open_menu(mb->get_position());
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}
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connecting_to_node = StringName();
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connection_follows_cursor = false;
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state_machine_draw->queue_redraw();
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}
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@ -332,7 +334,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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}
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// Move mouse while connecting
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if (mm.is_valid() && connecting && !read_only) {
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if (mm.is_valid() && connecting && connection_follows_cursor && !read_only) {
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connecting_to = mm->get_position();
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connecting_to_node = StringName();
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state_machine_draw->queue_redraw();
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@ -117,6 +117,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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StringName snap_y;
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bool connecting = false;
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bool connection_follows_cursor = false;
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StringName connecting_from;
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Vector2 connecting_to;
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StringName connecting_to_node;
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