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C++ AnimationPlayer::has_animation方法代码示例

本文整理汇总了C++中AnimationPlayer::has_animation方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationPlayer::has_animation方法的具体用法?C++ AnimationPlayer::has_animation怎么用?C++ AnimationPlayer::has_animation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AnimationPlayer的用法示例。


在下文中一共展示了AnimationPlayer::has_animation方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: _notification

void AnimationNodeBlendTreeEditor::_notification(int p_what) {

	if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {

		goto_parent->set_icon(get_icon("MoveUp", "EditorIcons"));

		error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
		error_label->add_color_override("font_color", get_color("error_color", "Editor"));
	}

	if (p_what == NOTIFICATION_PROCESS) {

		String error;

		if (!blend_tree->get_tree()) {
			error = TTR("BlendTree does not belong to an AnimationTree node.");
		} else if (!blend_tree->get_tree()->is_active()) {
			error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
		} else if (blend_tree->get_tree()->is_state_invalid()) {
			error = blend_tree->get_tree()->get_invalid_state_reason();
		}

		if (error != error_label->get_text()) {
			error_label->set_text(error);
			if (error != String()) {
				error_panel->show();
			} else {
				error_panel->hide();
			}
		}

		List<AnimationNodeBlendTree::NodeConnection> conns;
		blend_tree->get_node_connections(&conns);
		for (List<AnimationNodeBlendTree::NodeConnection>::Element *E = conns.front(); E; E = E->next()) {
			float activity = 0;
			if (blend_tree->get_tree() && !blend_tree->get_tree()->is_state_invalid()) {
				activity = blend_tree->get_connection_activity(E->get().input_node, E->get().input_index);
			}
			graph->set_connection_activity(E->get().output_node, 0, E->get().input_node, E->get().input_index, activity);
		}

		AnimationTree *graph_player = blend_tree->get_tree();
		AnimationPlayer *player = NULL;
		if (graph_player->has_node(graph_player->get_animation_player())) {
			player = Object::cast_to<AnimationPlayer>(graph_player->get_node(graph_player->get_animation_player()));
		}

		if (player) {
			for (Map<StringName, ProgressBar *>::Element *E = animations.front(); E; E = E->next()) {
				Ref<AnimationNodeAnimation> an = blend_tree->get_node(E->key());
				if (an.is_valid()) {
					if (player->has_animation(an->get_animation())) {
						Ref<Animation> anim = player->get_animation(an->get_animation());
						if (anim.is_valid()) {
							E->get()->set_max(anim->get_length());
							E->get()->set_value(an->get_playback_time());
						}
					}
				}
			}
		}
	}
}
开发者ID:RandomShaper,项目名称:godot,代码行数:63,代码来源:animation_blend_tree_editor_plugin.cpp

示例2: _update_graph


//.........这里部分代码省略.........
		}

		for (int i = 0; i < agnode->get_input_count(); i++) {
			Label *in_name = memnew(Label);
			node->add_child(in_name);
			in_name->set_text(agnode->get_input_name(i));
			node->set_slot(base + i, true, 0, get_color("font_color", "Label"), false, 0, Color());
		}

		node->connect("dragged", this, "_node_dragged", varray(agnode));

		if (EditorNode::get_singleton()->item_has_editor(agnode.ptr())) {
			node->add_child(memnew(HSeparator));
			Button *open_in_editor = memnew(Button);
			open_in_editor->set_text(TTR("Open Editor"));
			open_in_editor->set_icon(get_icon("Edit", "EditorIcons"));
			node->add_child(open_in_editor);
			open_in_editor->connect("pressed", this, "_open_in_editor", varray(E->get()), CONNECT_DEFERRED);
			open_in_editor->set_h_size_flags(SIZE_SHRINK_CENTER);
		}

		if (agnode->has_filter()) {

			node->add_child(memnew(HSeparator));
			Button *edit_filters = memnew(Button);
			edit_filters->set_text(TTR("Edit Filters"));
			edit_filters->set_icon(get_icon("AnimationFilter", "EditorIcons"));
			node->add_child(edit_filters);
			edit_filters->connect("pressed", this, "_edit_filters", varray(E->get()), CONNECT_DEFERRED);
			edit_filters->set_h_size_flags(SIZE_SHRINK_CENTER);
		}

		Ref<AnimationNodeAnimation> anim = agnode;
		if (anim.is_valid()) {

			MenuButton *mb = memnew(MenuButton);
			mb->set_text(anim->get_animation());
			mb->set_icon(get_icon("Animation", "EditorIcons"));
			Array options;

			node->add_child(memnew(HSeparator));
			node->add_child(mb);

			ProgressBar *pb = memnew(ProgressBar);

			AnimationTree *player = anim->get_tree();
			if (player->has_node(player->get_animation_player())) {
				AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(player->get_node(player->get_animation_player()));
				if (ap) {
					List<StringName> anims;
					ap->get_animation_list(&anims);

					for (List<StringName>::Element *F = anims.front(); F; F = F->next()) {
						mb->get_popup()->add_item(F->get());
						options.push_back(F->get());
					}

					if (ap->has_animation(anim->get_animation())) {
						pb->set_max(ap->get_animation(anim->get_animation())->get_length());
					}
				}
			}

			pb->set_percent_visible(false);
			animations[E->get()] = pb;
			node->add_child(pb);

			mb->get_popup()->connect("index_pressed", this, "_anim_selected", varray(options, E->get()), CONNECT_DEFERRED);
		}

		Ref<AnimationNodeOneShot> oneshot = agnode;
		if (oneshot.is_valid()) {

			HBoxContainer *play_stop = memnew(HBoxContainer);
			play_stop->add_spacer();
			Button *play = memnew(Button);
			play->set_icon(get_icon("Play", "EditorIcons"));
			play->connect("pressed", this, "_oneshot_start", varray(E->get()), CONNECT_DEFERRED);
			play_stop->add_child(play);
			Button *stop = memnew(Button);
			stop->set_icon(get_icon("Stop", "EditorIcons"));
			stop->connect("pressed", this, "_oneshot_stop", varray(E->get()), CONNECT_DEFERRED);
			play_stop->add_child(stop);
			play_stop->add_spacer();
			node->add_child(play_stop);
		}
	}

	List<AnimationNodeBlendTree::NodeConnection> connections;
	blend_tree->get_node_connections(&connections);

	for (List<AnimationNodeBlendTree::NodeConnection>::Element *E = connections.front(); E; E = E->next()) {

		StringName from = E->get().output_node;
		StringName to = E->get().input_node;
		int to_idx = E->get().input_index;

		graph->connect_node(from, 0, to, to_idx);
	}
}
开发者ID:RandomShaper,项目名称:godot,代码行数:101,代码来源:animation_blend_tree_editor_plugin.cpp

示例3: _process_graph


//.........这里部分代码省略.........
									//time to stop
									t->object->call("stop");
									t->playing = false;
									playing_caches.erase(t);
								}
							}
						}

						float db = Math::linear2db(MAX(blend, 0.00001));
						if (t->object->has_method("set_unit_db")) {
							t->object->call("set_unit_db", db);
						} else {
							t->object->call("set_volume_db", db);
						}
					} break;
					case Animation::TYPE_ANIMATION: {

						TrackCacheAnimation *t = static_cast<TrackCacheAnimation *>(track);

						AnimationPlayer *player = Object::cast_to<AnimationPlayer>(t->object);

						if (!player)
							continue;

						if (delta == 0 || seeked) {
							//seek
							int idx = a->track_find_key(i, time);
							if (idx < 0)
								continue;

							float pos = a->track_get_key_time(i, idx);

							StringName anim_name = a->animation_track_get_key_animation(i, idx);
							if (String(anim_name) == "[stop]" || !player->has_animation(anim_name))
								continue;

							Ref<Animation> anim = player->get_animation(anim_name);

							float at_anim_pos;

							if (anim->has_loop()) {
								at_anim_pos = Math::fposmod(time - pos, anim->get_length()); //seek to loop
							} else {
								at_anim_pos = MAX(anim->get_length(), time - pos); //seek to end
							}

							if (player->is_playing() || seeked) {
								player->play(anim_name);
								player->seek(at_anim_pos);
								t->playing = true;
								playing_caches.insert(t);
							} else {
								player->set_assigned_animation(anim_name);
								player->seek(at_anim_pos, true);
							}
						} else {
							//find stuff to play
							List<int> to_play;
							a->track_get_key_indices_in_range(i, time, delta, &to_play);
							if (to_play.size()) {
								int idx = to_play.back()->get();

								StringName anim_name = a->animation_track_get_key_animation(i, idx);
								if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {

									if (playing_caches.has(t)) {
开发者ID:bigscorpions,项目名称:godot,代码行数:67,代码来源:animation_tree.cpp


注:本文中的AnimationPlayer::has_animation方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。