Fixes Adding animation to AnimatedSprite doesn't update inspector immediately
(cherry picked from commit d86d7981cc
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@ -347,9 +347,6 @@ void SpriteFramesEditor::_animation_name_edited() {
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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String current = E->get()->call("get_animation");
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String current = E->get()->call("get_animation");
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if (current != edited_anim)
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continue;
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_undo_method(E->get(), "set_animation", edited_anim);
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undo_redo->add_undo_method(E->get(), "set_animation", edited_anim);
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}
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}
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@ -382,9 +379,6 @@ void SpriteFramesEditor::_animation_add() {
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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String current = E->get()->call("get_animation");
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String current = E->get()->call("get_animation");
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if (frames->has_animation(current))
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continue;
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_undo_method(E->get(), "set_animation", current);
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undo_redo->add_undo_method(E->get(), "set_animation", current);
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}
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}
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