Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_. * It also should simplify the GDScript VM considerably. NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
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@ -305,6 +305,10 @@ Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
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return path;
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}
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TypedArray<StringName> AnimationNodeStateMachinePlayback::_get_travel_path() const {
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return Variant(get_travel_path()).operator Array();
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}
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float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
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return pos_current;
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}
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@ -1180,7 +1184,7 @@ void AnimationNodeStateMachinePlayback::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos);
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ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
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ClassDB::bind_method(D_METHOD("get_fading_from_node"), &AnimationNodeStateMachinePlayback::get_fading_from_node);
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ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
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ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::_get_travel_path);
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}
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AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
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@ -314,6 +314,8 @@ class AnimationNodeStateMachinePlayback : public Resource {
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Ref<AnimationNodeStateMachineTransition> _get_group_start_transition() const;
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Ref<AnimationNodeStateMachineTransition> _get_group_end_transition() const;
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TypedArray<StringName> _get_travel_path() const;
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protected:
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static void _bind_methods();
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