From 2f8362a2ab9151988bff6e03f6f0eb04dd02a7b5 Mon Sep 17 00:00:00 2001 From: Guilherme Felipe Date: Sun, 17 Mar 2019 10:12:27 -0300 Subject: [PATCH] StateMachine: Fix sync mode (cherry picked from commit d35eae166c09ccb43e4f366525ad2ea78aaaf913) --- scene/animation/animation_node_state_machine.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 5df3da93e15..68ad71d01cd 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -440,13 +440,13 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm, bool goto_next = false; - if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE) { - goto_next = fading_from == StringName(); - } else { + if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) { goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0; if (loops_current > 0) { 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