Fix NodeOneShot fade-out doesn't blend animations correctly
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@ -351,14 +351,15 @@ double AnimationNodeOneShot::process(double p_time, bool p_seek, bool p_is_exter
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}
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real_t blend;
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bool use_fade_in = fade_in > 0;
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bool use_blend = fade_in > 0;
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if (cur_time < fade_in) {
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if (use_fade_in) {
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if (use_blend) {
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blend = cur_time / fade_in;
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} else {
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blend = 0; // Should not happen.
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}
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} else if (!do_start && cur_remaining <= fade_out) {
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use_blend = true;
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if (fade_out > 0) {
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blend = (cur_remaining / fade_out);
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} else {
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@ -371,7 +372,7 @@ double AnimationNodeOneShot::process(double p_time, bool p_seek, bool p_is_exter
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double main_rem = 0.0;
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if (mix == MIX_MODE_ADD) {
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main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0, FILTER_IGNORE, sync);
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} else if (use_fade_in) {
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} else if (use_blend) {
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main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0 - blend, FILTER_BLEND, sync); // Unlike below, processing this edge is a corner case.
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}
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double os_rem = blend_input(1, os_seek ? cur_time : p_time, os_seek, p_is_external_seeking, Math::is_zero_approx(blend) ? CMP_EPSILON : blend, FILTER_PASS, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
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