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Remove AnimatedSprite3D.is_playing()
for redundancy
Also removes the underscore prefix from `_set_playing()` and `_is_playing()`
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c2eaaef149
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@ -10,12 +10,6 @@
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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</tutorials>
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<methods>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if an animation is currently being played.
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</description>
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</method>
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<method name="play">
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<return type="void" />
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<param index="0" name="anim" type="StringName" default="&""" />
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@ -40,7 +34,7 @@
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<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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The [SpriteFrames] resource containing the animation(s).
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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If [code]true[/code], the [member animation] is currently playing.
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</member>
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</members>
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@ -1180,7 +1180,7 @@ void AnimatedSprite3D::_res_changed() {
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_queue_update();
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}
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void AnimatedSprite3D::_set_playing(bool p_playing) {
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void AnimatedSprite3D::set_playing(bool p_playing) {
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if (playing == p_playing) {
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return;
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}
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@ -1189,7 +1189,7 @@ void AnimatedSprite3D::_set_playing(bool p_playing) {
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set_process_internal(playing);
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}
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bool AnimatedSprite3D::_is_playing() const {
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bool AnimatedSprite3D::is_playing() const {
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return playing;
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}
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@ -1197,15 +1197,11 @@ void AnimatedSprite3D::play(const StringName &p_animation) {
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if (p_animation) {
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set_animation(p_animation);
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}
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_set_playing(true);
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set_playing(true);
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}
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void AnimatedSprite3D::stop() {
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_set_playing(false);
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}
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bool AnimatedSprite3D::is_playing() const {
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return playing;
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set_playing(false);
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}
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void AnimatedSprite3D::_reset_timeout() {
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@ -1268,12 +1264,11 @@ void AnimatedSprite3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
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ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
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ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing);
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ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing);
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ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite3D::set_playing);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
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ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName()));
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ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
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ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
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ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
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@ -1286,7 +1281,7 @@ void AnimatedSprite3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
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}
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AnimatedSprite3D::AnimatedSprite3D() {
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@ -219,8 +219,6 @@ class AnimatedSprite3D : public SpriteBase3D {
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void _res_changed();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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RID last_shader;
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RID last_texture;
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@ -237,6 +235,8 @@ public:
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void play(const StringName &p_animation = StringName());
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void stop();
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void set_playing(bool p_playing);
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bool is_playing() const;
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void set_animation(const StringName &p_animation);
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