Fix NodeOneShot doesn't respect fade-out when aborting and improvement
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3 changed files with 173 additions and 59 deletions
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@ -18,10 +18,20 @@
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
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# Abort child animation with fading out connected to "shot" port.
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animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT
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# Get current state (read-only).
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animation_tree.get("parameters/OneShot/active"))
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animation_tree.get("parameters/OneShot/active")
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/active"]
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# Get current internal state (read-only).
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animation_tree.get("parameters/OneShot/internal_active")
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/internal_active"]
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[/gdscript]
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[csharp]
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// Play child animation connected to "shot" port.
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@ -30,8 +40,14 @@
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// Abort child animation connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT);
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// Abort child animation with fading out connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT);
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// Get current state (read-only).
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animationTree.Get("parameters/OneShot/active");
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// Get current internal state (read-only).
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animationTree.Get("parameters/OneShot/internal_active");
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[/csharp]
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[/codeblocks]
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</description>
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@ -50,11 +66,17 @@
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<member name="autorestart_random_delay" type="float" setter="set_autorestart_random_delay" getter="get_autorestart_random_delay" default="0.0">
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If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay].
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</member>
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<member name="fadein_curve" type="Curve" setter="set_fadein_curve" getter="get_fadein_curve">
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Determines how cross-fading between animations is eased. If empty, the transition will be linear.
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</member>
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<member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.0">
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The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 0 second and ends at 1 second during the animation.
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The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.
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</member>
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<member name="fadeout_curve" type="Curve" setter="set_fadeout_curve" getter="get_fadeout_curve">
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Determines how cross-fading between animations is eased. If empty, the transition will be linear.
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</member>
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<member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0">
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The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a crossfade that starts at 4 second and ends at 5 second during the animation.
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The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.
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</member>
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<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
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The blend type.
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@ -70,6 +92,9 @@
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<constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest">
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The request to stop the animation connected to "shot" port.
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</constant>
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<constant name="ONE_SHOT_REQUEST_FADE_OUT" value="3" enum="OneShotRequest">
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The request to fade out the animation connected to "shot" port.
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</constant>
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<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
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Blends two animations. See also [AnimationNodeBlend2].
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</constant>
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