|
@@ -185,8 +185,6 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
|
|
|
return true; //nothing to do
|
|
|
}
|
|
|
|
|
|
- loops_current = 0; // reset loops, so fade does not happen immediately
|
|
|
-
|
|
|
Vector2 current_pos = p_state_machine->states[current].position;
|
|
|
Vector2 target_pos = p_state_machine->states[p_travel].position;
|
|
|
|
|
@@ -352,7 +350,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
|
|
|
|
|
|
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
|
|
|
pos_current = 0;
|
|
|
- loops_current = 0;
|
|
|
}
|
|
|
|
|
|
if (!p_state_machine->states.has(current)) {
|
|
@@ -388,12 +385,8 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
|
|
|
}
|
|
|
|
|
|
{ //advance and loop check
|
|
|
-
|
|
|
float next_pos = len_current - rem;
|
|
|
-
|
|
|
- if (next_pos < pos_current) {
|
|
|
- loops_current++;
|
|
|
- }
|
|
|
+ end_loop = next_pos < pos_current;
|
|
|
pos_current = next_pos; //looped
|
|
|
}
|
|
|
|
|
@@ -443,15 +436,15 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
|
|
|
bool goto_next = false;
|
|
|
|
|
|
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
|
|
|
- goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
|
|
|
- if (loops_current > 0) {
|
|
|
+ goto_next = next_xfade >= (len_current - pos_current) || end_loop;
|
|
|
+ if (end_loop) {
|
|
|
next_xfade = 0;
|
|
|
}
|
|
|
} else {
|
|
|
goto_next = fading_from == StringName();
|
|
|
}
|
|
|
|
|
|
- if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
|
|
|
+ if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
|
|
|
|
|
|
if (next_xfade) {
|
|
|
//time to fade, baby
|
|
@@ -478,7 +471,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
|
|
|
}
|
|
|
|
|
|
rem = len_current; //so it does not show 0 on transition
|
|
|
- loops_current = 0;
|
|
|
}
|
|
|
}
|
|
|
|