Fix AnimationPlayer::play() process unwanted start
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9e455f424a
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@ -415,9 +415,16 @@ void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, floa
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}
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c.current.from = &animation_set[name];
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c.current.speed_scale = p_custom_scale;
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if (!end_reached) {
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playback_queue.clear();
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}
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if (c.assigned != name) { // Reset.
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c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
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c.assigned = name;
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emit_signal(SNAME("current_animation_changed"), c.assigned);
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} else {
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if (p_from_end && c.current.pos == 0) {
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// Animation reset but played backwards, set position to the end.
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@ -425,18 +432,14 @@ void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, floa
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} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
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// Animation resumed but already ended, set position to the beginning.
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c.current.pos = 0;
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} else if (playing) {
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return;
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}
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}
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c.current.speed_scale = p_custom_scale;
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c.assigned = name;
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emit_signal(SNAME("current_animation_changed"), c.assigned);
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c.seeked = false;
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c.started = true;
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if (!end_reached) {
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playback_queue.clear();
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}
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_set_process(true); // Always process when starting an animation.
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playing = true;
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