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authorkobewi <kobewi4e@gmail.com>2023-03-02 23:47:24 +0100
committerYuri Sizov <yuris@humnom.net>2023-03-13 14:34:08 +0100
commit99972500517c9bb299d61218aba455037fbc4f1b (patch)
tree388d0e46e2869384675e24bef92e6a8604849f56 /doc
parente043484d36fb51c89cff65a5611157e7956dd932 (diff)
Discourage reusing Tweens
(cherry picked from commit 9785b23a0ab63b62f63af119552f1f9042812ea8)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Node.xml1
-rw-r--r--doc/classes/SceneTree.xml2
-rw-r--r--doc/classes/Tween.xml6
3 files changed, 4 insertions, 5 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index bc43f228a7..d904d20335 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -188,6 +188,7 @@
GetTree().CreateTween().BindNode(this);
[/csharp]
[/codeblocks]
+ The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]).
</description>
</method>
<method name="duplicate" qualifiers="const">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 6adb37a3f7..0466d6f281 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -88,7 +88,7 @@
<method name="create_tween">
<return type="Tween" />
<description>
- Creates and returns a new [Tween].
+ Creates and returns a new [Tween]. The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]).
</description>
</method>
<method name="get_first_node_in_group">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 704430a1c2..37a58722a4 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -89,8 +89,8 @@
[/codeblocks]
Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
- [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
- [b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
+ [b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
+ [b]Note:[/b] Tweens are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
</description>
<tutorials>
</tutorials>
@@ -129,7 +129,6 @@
<description>
Processes the [Tween] by the given [param delta] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [param delta] longer than the whole duration of the [Tween] animation.
Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
- [b]Note:[/b] The [Tween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [Tween].
</description>
</method>
<method name="get_total_elapsed_time" qualifiers="const">
@@ -432,7 +431,6 @@
<signal name="finished">
<description>
Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
- [b]Note:[/b] The [Tween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [Tween] from being removed.
</description>
</signal>
<signal name="loop_finished">