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Merge pull request #34011 from nekomatata/state-machine-travel-on-ready
Handle state machine travel before the start node is processed
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commit
5bf04d16f0
@ -312,27 +312,36 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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bool play_start = false;
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if (start_request != StringName()) {
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if (start_request_travel) {
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if (!playing) {
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String node_name = start_request;
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start_request = StringName();
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ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing.");
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}
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if (!_travel(p_state_machine, start_request)) {
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//can't travel, then teleport
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path.clear();
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current = start_request;
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if (!stop_request && p_state_machine->start_node) {
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// can restart, just postpone traveling
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path.clear();
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current = p_state_machine->start_node;
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playing = true;
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play_start = true;
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} else {
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// stopped, invalid state
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String node_name = start_request;
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start_request = StringName(); //clear start request
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ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing.");
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}
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} else {
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if (!_travel(p_state_machine, start_request)) {
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// can't travel, then teleport
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path.clear();
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current = start_request;
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}
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start_request = StringName(); //clear start request
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}
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} else {
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// teleport to start
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path.clear();
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current = start_request;
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playing = true;
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play_start = true;
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start_request = StringName(); //clear start request
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}
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start_request = StringName(); //clear start request
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}
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bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
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