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Add animation reset track feature #43115

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Dec 20, 2020
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25 changes: 13 additions & 12 deletions core/object/undo_redo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@

#include "undo_redo.h"

#include "core/io/resource.h"
#include "core/os/os.h"

void UndoRedo::_discard_redo() {
Expand Down Expand Up @@ -104,8 +105,8 @@ void UndoRedo::add_do_method(Object *p_object, const StringName &p_method, VARIA
ERR_FAIL_COND((current_action + 1) >= actions.size());
Operation do_op;
do_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
do_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
do_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

do_op.type = Operation::TYPE_METHOD;
Expand All @@ -130,8 +131,8 @@ void UndoRedo::add_undo_method(Object *p_object, const StringName &p_method, VAR

Operation undo_op;
undo_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
undo_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
undo_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

undo_op.type = Operation::TYPE_METHOD;
Expand All @@ -149,8 +150,8 @@ void UndoRedo::add_do_property(Object *p_object, const StringName &p_property, c
ERR_FAIL_COND((current_action + 1) >= actions.size());
Operation do_op;
do_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
do_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
do_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

do_op.type = Operation::TYPE_PROPERTY;
Expand All @@ -171,8 +172,8 @@ void UndoRedo::add_undo_property(Object *p_object, const StringName &p_property,

Operation undo_op;
undo_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
undo_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
undo_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

undo_op.type = Operation::TYPE_PROPERTY;
Expand All @@ -187,8 +188,8 @@ void UndoRedo::add_do_reference(Object *p_object) {
ERR_FAIL_COND((current_action + 1) >= actions.size());
Operation do_op;
do_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
do_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
do_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

do_op.type = Operation::TYPE_REFERENCE;
Expand All @@ -207,8 +208,8 @@ void UndoRedo::add_undo_reference(Object *p_object) {

Operation undo_op;
undo_op.object = p_object->get_instance_id();
if (Object::cast_to<Resource>(p_object)) {
undo_op.resref = Ref<Resource>(Object::cast_to<Resource>(p_object));
if (Object::cast_to<Reference>(p_object)) {
undo_op.ref = Ref<Reference>(Object::cast_to<Reference>(p_object));
}

undo_op.type = Operation::TYPE_REFERENCE;
Expand Down
4 changes: 2 additions & 2 deletions core/object/undo_redo.h
Original file line number Diff line number Diff line change
Expand Up @@ -31,8 +31,8 @@
#ifndef UNDO_REDO_H
#define UNDO_REDO_H

#include "core/io/resource.h"
#include "core/object/class_db.h"
#include "core/object/reference.h"

class UndoRedo : public Object {
GDCLASS(UndoRedo, Object);
Expand Down Expand Up @@ -61,7 +61,7 @@ class UndoRedo : public Object {
};

Type type;
Ref<Resource> resref;
Ref<Reference> ref;
ObjectID object;
StringName name;
Variant args[VARIANT_ARG_MAX];
Expand Down
4 changes: 4 additions & 0 deletions doc/classes/AnimationPlayer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -260,6 +260,10 @@
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
</member>
<member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true">
This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
</member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath(&quot;..&quot;)">
The node from which node path references will travel.
</member>
Expand Down
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