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Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value of the current object and perform interpolation in some methods. See also [method AnimationMixer.capture] and [method AnimationPlayer.play_with_capture].
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Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value of the current object and perform interpolation in some methods. See also [method AnimationMixer.capture], [member AnimationPlayer.playback_auto_capture], and [method AnimationPlayer.play_with_capture].
See [method AnimationMixer.capture]. It is almost the same as the following:
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See also [method AnimationMixer.capture].
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You can use this method to use more detailed options for capture than those performed by [member playback_auto_capture]. When [member playback_auto_capture] is [code]false[/code], this method is almost the same as the following:
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[codeblock]
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capture(name, duration, trans_type, ease_type)
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play(name, custom_blend, custom_speed, from_end)
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[/codeblock]
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If name is blank, it specifies [member assigned_animation].
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If [param name] is blank, it specifies [member assigned_animation].
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If [param duration] is a negative value, the duration is set to the interval between the current position and the first key, when [param from_end] is [code]true[/code], uses the interval between the current position and the last key instead.
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[b]Note:[/b] The [param duration] takes [member speed_scale] into account, but [param custom_speed] does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
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</description>
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If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason.
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[b]Note:[/b] This obeys the same logic as the [signal AnimationMixer.animation_finished] signal, so it will not quit the engine if the animation is set to be looping.
If [code]true[/code], performs [method AnimationMixer.capture] before playback automatically. This means just [method play_with_capture] is executed with default arguments instead of [method play].
for (int i = 0; i < anim->get_track_count(); i++) {
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if (anim->track_get_type(i) != Animation::TYPE_VALUE) {
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continue;
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}
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if (anim->value_track_get_update_mode(i) != Animation::UPDATE_CAPTURE) {
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continue;
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}
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if (anim->track_get_key_count(i) == 0) {
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continue;
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}
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warn_enabled = true;
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}
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}
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}
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if (warn_enabled) {
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WARN_PRINT_ONCE_ED("Capture track found. If you want to interpolate animation with captured frame, you can use play_with_capture() instead of play().");
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}
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}
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#endif
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ERR_FAIL_COND_MSG(!animation_set.has(name), vformat("Animation not found: %s.", name));
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