Fix AnimationPlayer to use StringName instead of String
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -113,7 +113,7 @@ void AnimationPlayerEditor::_notification(int p_what) {
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if (player->is_playing()) {
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{
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String animname = player->get_assigned_animation();
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StringName animname = player->get_assigned_animation();
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if (player->has_animation(animname)) {
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Ref<Animation> anim = player->get_animation(animname);
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@@ -229,7 +229,7 @@ void AnimationPlayerEditor::_autoplay_pressed() {
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if (player->get_autoplay() == current) {
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//unset
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undo_redo->create_action(TTR("Toggle Autoplay"));
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undo_redo->add_do_method(player, "set_autoplay", "");
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undo_redo->add_do_method(player, "set_autoplay", StringName());
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undo_redo->add_undo_method(player, "set_autoplay", player->get_autoplay());
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undo_redo->add_do_method(this, "_animation_player_changed", player);
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undo_redo->add_undo_method(this, "_animation_player_changed", player);
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@@ -238,7 +238,7 @@ void AnimationPlayerEditor::_autoplay_pressed() {
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} else {
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//set
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undo_redo->create_action(TTR("Toggle Autoplay"));
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undo_redo->add_do_method(player, "set_autoplay", current);
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undo_redo->add_do_method(player, "set_autoplay", StringName(current));
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undo_redo->add_undo_method(player, "set_autoplay", player->get_autoplay());
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undo_redo->add_do_method(this, "_animation_player_changed", player);
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undo_redo->add_undo_method(this, "_animation_player_changed", player);
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@@ -564,8 +564,8 @@ void AnimationPlayerEditor::_animation_remove_confirmed() {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Remove Animation"));
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if (player->get_autoplay() == current) {
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undo_redo->add_do_method(player, "set_autoplay", "");
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undo_redo->add_undo_method(player, "set_autoplay", current);
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undo_redo->add_do_method(player, "set_autoplay", StringName());
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undo_redo->add_undo_method(player, "set_autoplay", StringName(current));
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// Avoid having the autoplay icon linger around if there is only one animation in the player.
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undo_redo->add_do_method(this, "_animation_player_changed", player);
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}
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@@ -597,7 +597,7 @@ void AnimationPlayerEditor::_select_anim_by_name(const String &p_anim) {
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}
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float AnimationPlayerEditor::_get_editor_step() const {
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const String current = player->get_assigned_animation();
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const StringName current = player->get_assigned_animation();
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const Ref<Animation> anim = player->get_animation(current);
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ERR_FAIL_COND_V(anim.is_null(), 0.0);
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@@ -1411,7 +1411,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_timeline_o
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};
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updating = true;
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String current = player->get_assigned_animation();
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StringName current = player->get_assigned_animation();
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if (current.is_empty() || !player->has_animation(current)) {
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updating = false;
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current = "";
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@@ -1460,7 +1460,7 @@ void AnimationPlayerEditor::_animation_finished(const String &p_name) {
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finishing = true;
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}
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void AnimationPlayerEditor::_current_animation_changed(const String &p_name) {
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void AnimationPlayerEditor::_current_animation_changed(const StringName &p_name) {
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if (is_visible_in_tree()) {
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if (finishing) {
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finishing = false; // Maybe redundant since it will be false in the AnimationPlayerEditor::_process(), but for safety.
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