Add a Movie Quit On Finish property to AnimationPlayer

This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
This commit is contained in:
Hugo Locurcio 2022-06-26 01:38:20 +02:00
parent 03987738aa
commit aaeb60eafc
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GPG key ID: 39E8F8BE30B0A49C
10 changed files with 88 additions and 10 deletions

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@ -220,6 +220,10 @@
<member name="method_call_mode" type="int" setter="set_method_call_mode" getter="get_method_call_mode" enum="AnimationPlayer.AnimationMethodCallMode" default="0">
The call mode to use for Call Method tracks.
</member>
<member name="movie_quit_on_finish" type="bool" setter="set_movie_quit_on_finish_enabled" getter="is_movie_quit_on_finish_enabled" default="false">
If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason.
[b]Note:[/b] This obeys the same logic as the [signal animation_finished] signal, so it will not quit the engine if the animation is set to be looping.
</member>
<member name="playback_active" type="bool" setter="set_active" getter="is_active">
If [code]true[/code], updates animations in response to process-related notifications.
</member>
@ -253,6 +257,7 @@
<argument index="0" name="anim_name" type="StringName" />
<description>
Notifies when an animation finished playing.
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
<signal name="animation_started">