Fix AnimationPlayer::play() process unwanted start

This commit is contained in:
Silc 'Tokage' Renew 2023-10-06 15:47:10 +09:00
parent 9e455f424a
commit d46c962f18
1 changed files with 9 additions and 6 deletions

View File

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