SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
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@ -189,7 +189,7 @@ void AnimationPlayer::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_SCENE: {
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case NOTIFICATION_ENTER_TREE: {
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if (!processing) {
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//make sure that a previous process state was not saved
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@ -202,7 +202,7 @@ void AnimationPlayer::_notification(int p_what) {
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} break;
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case NOTIFICATION_READY: {
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if (!get_scene()->is_editor_hint() && animation_set.has(autoplay)) {
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if (!get_tree()->is_editor_hint() && animation_set.has(autoplay)) {
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play(autoplay);
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}
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} break;
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@ -221,7 +221,7 @@ void AnimationPlayer::_notification(int p_what) {
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if (processing)
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_animation_process( get_fixed_process_delta_time() );
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} break;
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case NOTIFICATION_EXIT_SCENE: {
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case NOTIFICATION_EXIT_TREE: {
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stop_all();
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clear_caches();
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@ -261,8 +261,8 @@ void AnimationPlayer::_generate_node_caches(AnimationData* p_anim) {
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}
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{
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if (!child->is_connected("exit_scene",this,"_node_removed"))
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child->connect("exit_scene",this,"_node_removed",make_binds(child),CONNECT_ONESHOT);
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if (!child->is_connected("exit_tree",this,"_node_removed"))
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child->connect("exit_tree",this,"_node_removed",make_binds(child),CONNECT_ONESHOT);
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}
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TrackNodeCacheKey key;
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@ -348,7 +348,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData* p_anim,float p
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Animation *a=p_anim->animation.operator->();
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bool can_call = is_inside_scene() && !get_scene()->is_editor_hint();
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bool can_call = is_inside_tree() && !get_tree()->is_editor_hint();
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for (int i=0;i<a->get_track_count();i++) {
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@ -922,7 +922,7 @@ void AnimationPlayer::play(const StringName& p_name, float p_custom_blend, float
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_set_process(true); // always process when starting an animation
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playing = true;
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if (is_inside_scene() && get_scene()->is_editor_hint())
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if (is_inside_tree() && get_tree()->is_editor_hint())
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return; // no next in this case
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