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Fix orphan strings in AnimationNodeStateMachine
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parent
cf038deb10
commit
7adb986e15
4 changed files with 30 additions and 36 deletions
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@ -691,7 +691,7 @@ bool AnimationNodeStateMachineEditor::_create_submenu(PopupMenu *p_menu, Ref<Ani
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if (ansm == state_machine) {
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end_menu->add_item(E, nodes_to_connect.size());
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nodes_to_connect.push_back(AnimationNodeStateMachine::END_NODE);
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nodes_to_connect.push_back(SceneStringName(End));
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continue;
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}
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@ -1241,11 +1241,11 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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state_machine_draw->draw_style_box(node_style, nr.node);
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if (!is_selected && AnimationNodeStateMachine::START_NODE == name) {
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if (!is_selected && SceneStringName(Start) == name) {
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Ref<StyleBox> start_style = _adjust_stylebox_opacity(theme_cache.node_frame_start, opacity);
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state_machine_draw->draw_style_box(start_style, nr.node);
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}
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if (!is_selected && AnimationNodeStateMachine::END_NODE == name) {
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if (!is_selected && SceneStringName(End) == name) {
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Ref<StyleBox> end_style = _adjust_stylebox_opacity(theme_cache.node_frame_end, opacity);
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state_machine_draw->draw_style_box(end_style, nr.node);
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}
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@ -1341,7 +1341,7 @@ void AnimationNodeStateMachineEditor::_state_machine_pos_draw_individual(const S
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return;
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}
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if (p_name == AnimationNodeStateMachine::START_NODE || p_name == AnimationNodeStateMachine::END_NODE || p_name.is_empty()) {
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if (p_name == SceneStringName(Start) || p_name == SceneStringName(End) || p_name.is_empty()) {
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return;
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}
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@ -1676,7 +1676,7 @@ void AnimationNodeStateMachineEditor::_erase_selected(const bool p_nested_action
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undo_redo->create_action(TTR("Node Removed"));
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for (int i = 0; i < node_rects.size(); i++) {
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if (node_rects[i].node_name == AnimationNodeStateMachine::START_NODE || node_rects[i].node_name == AnimationNodeStateMachine::END_NODE) {
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if (node_rects[i].node_name == SceneStringName(Start) || node_rects[i].node_name == SceneStringName(End)) {
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continue;
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}
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@ -1736,7 +1736,7 @@ void AnimationNodeStateMachineEditor::_update_mode() {
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if (tool_select->is_pressed()) {
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selection_tools_hb->show();
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bool nothing_selected = selected_nodes.is_empty() && selected_transition_from == StringName() && selected_transition_to == StringName();
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bool start_end_selected = selected_nodes.size() == 1 && (*selected_nodes.begin() == AnimationNodeStateMachine::START_NODE || *selected_nodes.begin() == AnimationNodeStateMachine::END_NODE);
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bool start_end_selected = selected_nodes.size() == 1 && (*selected_nodes.begin() == SceneStringName(Start) || *selected_nodes.begin() == SceneStringName(End));
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tool_erase->set_disabled(nothing_selected || start_end_selected || read_only);
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} else {
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selection_tools_hb->hide();
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@ -31,9 +31,6 @@
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#include "animation_node_state_machine.h"
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#include "scene/main/window.h"
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StringName AnimationNodeStateMachine::START_NODE;
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StringName AnimationNodeStateMachine::END_NODE;
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/////////////////////////////////////////////////
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void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
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@ -229,9 +226,9 @@ void AnimationNodeStateMachinePlayback::_set_current(AnimationNodeStateMachine *
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// Validation.
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if (anodesm->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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indices = anodesm->find_transition_from(AnimationNodeStateMachine::START_NODE);
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indices = anodesm->find_transition_from(SceneStringName(Start));
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int anodesm_start_size = indices.size();
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indices = anodesm->find_transition_to(AnimationNodeStateMachine::END_NODE);
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indices = anodesm->find_transition_to(SceneStringName(End));
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int anodesm_end_size = indices.size();
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if (group_start_size > 1) {
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WARN_PRINT_ED("There are two or more transitions to the Grouped AnimationNodeStateMachine in AnimationNodeStateMachine: " + base_path + ", which may result in unintended transitions.");
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@ -307,7 +304,7 @@ bool AnimationNodeStateMachinePlayback::is_playing() const {
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}
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bool AnimationNodeStateMachinePlayback::is_end() const {
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return current == AnimationNodeStateMachine::END_NODE && fading_from == StringName();
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return current == SceneStringName(End) && fading_from == StringName();
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}
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StringName AnimationNodeStateMachinePlayback::get_current_node() const {
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@ -447,7 +444,7 @@ bool AnimationNodeStateMachinePlayback::_travel_children(AnimationTree *p_tree,
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if (p_test_only) {
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child_playback = child_playback->duplicate();
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}
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child_playback->_travel_main(AnimationNodeStateMachine::END_NODE);
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child_playback->_travel_main(SceneStringName(End));
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child_found_route &= child_playback->_travel(p_tree, child_anodesm.ptr(), false, p_test_only);
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child_path += "/" + child_playback->get_current_node();
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}
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@ -490,7 +487,7 @@ bool AnimationNodeStateMachinePlayback::_travel_children(AnimationTree *p_tree,
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void AnimationNodeStateMachinePlayback::_start(AnimationNodeStateMachine *p_state_machine) {
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playing = true;
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_set_current(p_state_machine, start_request != StringName() ? start_request : AnimationNodeStateMachine::START_NODE);
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_set_current(p_state_machine, start_request != StringName() ? start_request : SceneStringName(Start));
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teleport_request = true;
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stop_request = false;
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start_request = StringName();
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@ -507,7 +504,7 @@ String AnimationNodeStateMachinePlayback::_validate_path(AnimationNodeStateMachi
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String target = p_path;
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Ref<AnimationNodeStateMachine> anodesm = p_state_machine->find_node_by_path(target);
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while (anodesm.is_valid() && anodesm->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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Vector<int> indices = anodesm->find_transition_from(AnimationNodeStateMachine::START_NODE);
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Vector<int> indices = anodesm->find_transition_from(SceneStringName(Start));
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if (indices.size()) {
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target = target + "/" + anodesm->get_transition_to(indices[0]); // Find next state of Start.
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} else {
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@ -660,7 +657,7 @@ bool AnimationNodeStateMachinePlayback::_make_travel_path(AnimationTree *p_tree,
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if (i >= new_path.size()) {
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break; // Tracing has been finished, needs to break.
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}
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playback->_travel_main(AnimationNodeStateMachine::END_NODE);
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playback->_travel_main(SceneStringName(End));
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if (!playback->_travel(p_tree, anodesm.ptr(), false, p_test_only)) {
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found_route = false;
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break;
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@ -818,8 +815,8 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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bool is_start_of_group = false;
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bool is_end_of_group = false;
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if (!p_state_machine->are_ends_reset() || p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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is_start_of_group = fading_from == AnimationNodeStateMachine::START_NODE;
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is_end_of_group = current == AnimationNodeStateMachine::END_NODE;
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is_start_of_group = fading_from == SceneStringName(Start);
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is_end_of_group = current == SceneStringName(End);
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}
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// Calc blend amount by cross-fade.
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@ -881,7 +878,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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}
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// Find next and see when to transition.
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bool will_end = _transition_to_next_recursive(tree, p_state_machine, p_delta, p_test_only) || current == AnimationNodeStateMachine::END_NODE;
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bool will_end = _transition_to_next_recursive(tree, p_state_machine, p_delta, p_test_only) || current == SceneStringName(End);
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// Predict remaining time.
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if (will_end || ((p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) && !p_state_machine->has_transition_from(current))) {
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@ -951,7 +948,7 @@ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationT
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_set_current(p_state_machine, next.node);
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current_curve = next.curve;
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if (current == AnimationNodeStateMachine::END_NODE) {
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if (current == SceneStringName(End)) {
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break;
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}
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@ -981,7 +978,7 @@ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationT
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}
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}
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return next.node == AnimationNodeStateMachine::END_NODE;
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return next.node == SceneStringName(End);
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}
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bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only) {
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@ -1015,7 +1012,7 @@ bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p
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return false;
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}
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if (current != AnimationNodeStateMachine::START_NODE && p_next.switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
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if (current != SceneStringName(Start) && p_next.switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
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return Animation::is_less_or_equal_approx(current_nti.get_remain(p_next.break_loop_at_end), p_next.xfade);
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}
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return true;
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@ -1025,13 +1022,13 @@ Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachinePlayback::_che
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Ref<AnimationNodeStateMachineTransition> temp_transition;
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Ref<AnimationNodeStateMachinePlayback> parent_playback;
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if (r_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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if (p_transition.from == AnimationNodeStateMachine::START_NODE) {
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if (p_transition.from == SceneStringName(Start)) {
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parent_playback = _get_parent_playback(p_tree);
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if (parent_playback.is_valid()) {
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r_bypass = true;
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temp_transition = parent_playback->_get_group_start_transition();
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}
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} else if (p_transition.to == AnimationNodeStateMachine::END_NODE) {
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} else if (p_transition.to == SceneStringName(End)) {
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parent_playback = _get_parent_playback(p_tree);
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if (parent_playback.is_valid()) {
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temp_transition = parent_playback->_get_group_end_transition();
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@ -1518,7 +1515,7 @@ void AnimationNodeStateMachine::add_transition(const StringName &p_from, const S
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return;
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}
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ERR_FAIL_COND(p_from == END_NODE || p_to == START_NODE);
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ERR_FAIL_COND(p_from == SceneStringName(End) || p_to == SceneStringName(Start));
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ERR_FAIL_COND(p_from == p_to);
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ERR_FAIL_COND(!_can_connect(p_from));
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ERR_FAIL_COND(!_can_connect(p_to));
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@ -1560,7 +1557,7 @@ StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const
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bool AnimationNodeStateMachine::is_transition_across_group(int p_transition) const {
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ERR_FAIL_INDEX_V(p_transition, transitions.size(), false);
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if (get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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if (transitions[p_transition].from == START_NODE || transitions[p_transition].to == END_NODE) {
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if (transitions[p_transition].from == SceneStringName(Start) || transitions[p_transition].to == SceneStringName(End)) {
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return true;
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}
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}
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@ -1745,14 +1742,14 @@ void AnimationNodeStateMachine::reset_state() {
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State start;
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start.node = s;
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start.position = Vector2(200, 100);
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states[START_NODE] = start;
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states[SceneStringName(Start)] = start;
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Ref<AnimationNodeEndState> e;
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e.instantiate();
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State end;
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end.node = e;
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end.position = Vector2(900, 100);
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states[END_NODE] = end;
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states[SceneStringName(End)] = end;
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emit_changed();
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emit_signal(SNAME("tree_changed"));
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@ -1862,20 +1859,17 @@ Vector<StringName> AnimationNodeStateMachine::get_nodes_with_transitions_to(cons
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}
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AnimationNodeStateMachine::AnimationNodeStateMachine() {
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START_NODE = "Start";
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END_NODE = "End";
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Ref<AnimationNodeStartState> s;
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s.instantiate();
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State start;
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start.node = s;
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start.position = Vector2(200, 100);
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states[START_NODE] = start;
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states[SceneStringName(Start)] = start;
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Ref<AnimationNodeEndState> e;
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e.instantiate();
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State end;
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end.node = e;
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end.position = Vector2(900, 100);
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states[END_NODE] = end;
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states[SceneStringName(End)] = end;
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}
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@ -110,9 +110,6 @@ class AnimationNodeStateMachine : public AnimationRootNode {
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GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
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public:
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static StringName START_NODE;
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static StringName END_NODE;
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enum StateMachineType {
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STATE_MACHINE_TYPE_ROOT,
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STATE_MACHINE_TYPE_NESTED,
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@ -151,6 +151,9 @@ public:
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const StringName text_submitted = StaticCString::create("text_submitted");
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const StringName value_changed = StaticCString::create("value_changed");
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const StringName Start = StaticCString::create("Start");
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const StringName End = StaticCString::create("End");
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const StringName FlatButton = StaticCString::create("FlatButton");
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};
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