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Snap current position to the edge on animation finished
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@ -237,6 +237,7 @@ AnimationNode::NodeTimeInfo AnimationNodeAnimation::_process(const AnimationMixe
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}
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// Finished.
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if (Animation::is_less_approx(prev_playback_time, anim_size) && Animation::is_greater_or_equal_approx(cur_playback_time, anim_size)) {
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cur_playback_time = anim_size;
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process_state->tree->call_deferred(SNAME("emit_signal"), SceneStringName(animation_finished), animation);
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}
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}
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@ -204,19 +204,20 @@ void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, f
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}
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double prev_pos = cd.pos; // The animation may be changed during process, so it is safer that the state is changed before process.
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cd.pos = next_pos;
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// End detection.
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if (p_is_current) {
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if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {
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if (!backwards && Animation::is_less_or_equal_approx(prev_pos, len) && Math::is_equal_approx(next_pos, len)) {
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// Playback finished.
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next_pos = len; // Snap to the edge.
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end_reached = true;
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end_notify = Animation::is_less_approx(prev_pos, len); // Notify only if not already at the end.
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p_blend = 1.0;
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}
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if (backwards && Animation::is_greater_or_equal_approx(prev_pos, 0) && Math::is_equal_approx(next_pos, 0)) {
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// Playback finished.
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next_pos = 0; // Snap to the edge.
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end_reached = true;
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end_notify = Animation::is_greater_approx(prev_pos, 0); // Notify only if not already at the beginning.
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p_blend = 1.0;
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@ -224,6 +225,8 @@ void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, f
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}
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}
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cd.pos = next_pos;
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PlaybackInfo pi;
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if (p_started) {
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pi.time = prev_pos;
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