Fix RESET animation not being created
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f4b0c7a1ea
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@ -4033,12 +4033,20 @@ Ref<Animation> AnimationTrackEditor::_create_and_get_reset_animation() {
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if (player->has_animation(SceneStringNames::get_singleton()->RESET)) {
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return player->get_animation(SceneStringNames::get_singleton()->RESET);
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} else {
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Ref<AnimationLibrary> al;
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if (!player->has_animation_library("")) {
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al.instantiate();
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player->add_animation_library("", al);
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} else {
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al = player->get_animation_library("");
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}
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Ref<Animation> reset_anim;
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reset_anim.instantiate();
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reset_anim->set_length(ANIM_MIN_LENGTH);
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undo_redo->add_do_method(player, "add_animation", SceneStringNames::get_singleton()->RESET, reset_anim);
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undo_redo->add_do_method(al.ptr(), "add_animation", SceneStringNames::get_singleton()->RESET, reset_anim);
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undo_redo->add_do_method(AnimationPlayerEditor::get_singleton(), "_animation_player_changed", player);
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undo_redo->add_undo_method(player, "remove_animation", SceneStringNames::get_singleton()->RESET);
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undo_redo->add_undo_method(al.ptr(), "remove_animation", SceneStringNames::get_singleton()->RESET);
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undo_redo->add_undo_method(AnimationPlayerEditor::get_singleton(), "_animation_player_changed", player);
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return reset_anim;
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}
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@ -541,9 +541,9 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
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player->get_animation_list(&sname);
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Ref<Animation> reset_anim;
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bool has_reset_anim = player->has_animation("RESET");
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bool has_reset_anim = player->has_animation(SceneStringNames::get_singleton()->RESET);
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if (has_reset_anim) {
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reset_anim = player->get_animation("RESET");
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reset_anim = player->get_animation(SceneStringNames::get_singleton()->RESET);
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}
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for (const StringName &E : sname) {
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Ref<Animation> anim = player->get_animation(E);
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