Esempio n. 1
0
void AnimatedSprite::set_frame(int p_frame) {

	if (!frames.is_valid()) {
		return;
	}

	if (frames->has_animation(animation)) {
		int limit = frames->get_frame_count(animation);
		if (p_frame>=limit)
			p_frame=limit-1;

	}

	if (p_frame<0)
		p_frame=0;


	if (frame==p_frame)
		return;

	frame=p_frame;
	_reset_timeout();
	update();
	_change_notify("frame");
	emit_signal(SceneStringNames::get_singleton()->frame_changed);



}
Esempio n. 2
0
void AnimatedSprite::_set_playing(bool p_playing) {

	if (playing == p_playing)
		return;
	playing = p_playing;
	_reset_timeout();
	set_process_internal(playing);
}
Esempio n. 3
0
void AnimatedSprite::set_speed_scale(float p_speed_scale) {

	float elapsed = _get_frame_duration() - timeout;

	speed_scale = MAX(p_speed_scale, 0.0f);

	// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
	_reset_timeout();
	timeout -= elapsed;
}
Esempio n. 4
0
void AnimatedSprite::set_animation(const StringName &p_animation) {

	if (animation == p_animation)
		return;

	animation = p_animation;
	_reset_timeout();
	set_frame(0);
	_change_notify();
	update();
}
Esempio n. 5
0
void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {

	if (frames.is_valid())
		frames->disconnect("changed", this, "_res_changed");
	frames = p_frames;
	if (frames.is_valid())
		frames->connect("changed", this, "_res_changed");

	if (!frames.is_valid()) {
		frame = 0;
	} else {
		set_frame(frame);
	}

	_change_notify();
	_reset_timeout();
	update();
	update_configuration_warning();
}