Merge pull request #69336 from TokageItLab/get-anim-keys-more-exactly
Refactor process of animation to retrive keys more exactly
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commit
10e9a85607
10 changed files with 394 additions and 275 deletions
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@ -616,5 +616,14 @@
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<constant name="LOOP_PINGPONG" value="2" enum="LoopMode">
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Repeats playback and reverse playback at both ends of the animation.
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</constant>
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<constant name="LOOPED_FLAG_NONE" value="0" enum="LoopedFlag">
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This flag indicates that the animation proceeds without any looping.
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</constant>
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<constant name="LOOPED_FLAG_END" value="1" enum="LoopedFlag">
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This flag indicates that the animation has reached the end of the animation and just after loop processed.
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</constant>
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<constant name="LOOPED_FLAG_START" value="2" enum="LoopedFlag">
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This flag indicates that the animation has reached the start of the animation and just after loop processed.
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</constant>
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</constants>
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</class>
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@ -75,9 +75,10 @@
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<param index="3" name="seeked" type="bool" />
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<param index="4" name="is_external_seeking" type="bool" />
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<param index="5" name="blend" type="float" />
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<param index="6" name="pingponged" type="int" default="0" />
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<param index="6" name="looped_flag" type="int" enum="Animation.LoopedFlag" default="0" />
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<description>
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Blend an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened.
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A [param looped_flag] is used by internal processing immediately after the loop. See also [enum Animation.LoopedFlag].
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</description>
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</method>
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<method name="blend_input">
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