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Add next/reset function to AnimationStateMachine
#71264
Add next/reset function to AnimationStateMachine
#71264
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This looks good, though as we discussed in messages, I'm considering feeling that the name should probably be chosen as opposed to the broad 'interrupt' function since it could have a variety of different meanings. I also still need to properly evaluate requirements for the 'reset' flag, but I'll do a full review soon! |
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If reset is false, it would be correct to move to the further next state with processing no frame if the next state has already ended, but the current end process is a bit odd to begin with (I guess that it is probably related to #68986), so I will look at this in the next PR. |
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Looks good to me, but make sure to agree on the naming |
AnimationStateMachine
AnimationStateMachine
Thanks! |
Closes godotengine/godot-proposals#2200
Closes godotengine/godot-proposals#5964
sti1.mp4
reset
option, which was added to NodeTransition under the namefrom_start
(see also Addsync
toNodeTransition
andBlendSpace1D/2D
and refactorsync
inAnimationTree
#62623), but since it is confusing with the StateMachine Start node, it is unifiedreset
. I don't have any idea how this would be useful for non-looping animations, but for looping animations, it is useful if you want to resume the animation in the middle of a loop. Also it is necessary to avoid losing synchronization in the sync option.sti2.mp4
state_machine_improvement_demo.zip