Fix rename animation in SpriteFramesEditor/AnimationNodeStateMachineEditor
When the name suffix grows, the old name is used if it is obtained first. Fix the case where the following error message would appear when renaming an animation. ``` ERROR: Animation '' doesn't exist. at: get_frame_count (scene/resources/sprite_frames.cpp:71) ```
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@ -1508,6 +1508,10 @@ void AnimationNodeStateMachineEditor::_name_edited(const String &p_text) {
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int base = 1;
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String name = base_name;
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while (state_machine->has_node(name)) {
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if (name == prev_name) {
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name_edit_popup->hide(); // The old name wins, the name doesn't change, just hide the popup.
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return;
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}
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base++;
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name = base_name + " " + itos(base);
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}
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@ -949,13 +949,16 @@ void SpriteFramesEditor::_animation_name_edited() {
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String name = new_name;
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int counter = 0;
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while (frames->has_animation(name)) {
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if (name == String(edited_anim)) {
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edited->set_text(0, name); // The name didn't change, just updated the column text to name.
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return;
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}
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counter++;
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name = new_name + "_" + itos(counter);
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}
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Rename Animation"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
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_rename_node_animation(undo_redo, false, edited_anim, "", "");
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undo_redo->add_do_method(frames.ptr(), "rename_animation", edited_anim, name);
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undo_redo->add_undo_method(frames.ptr(), "rename_animation", name, edited_anim);
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_rename_node_animation(undo_redo, false, edited_anim, name, name);
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