diff options
Diffstat (limited to 'scene/animation/animation_node_state_machine.cpp')
-rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 7fb831b3b2..ec28a5cca1 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -252,7 +252,7 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta path.clear(); //a new one will be needed if (current == p_travel) { - return false; // Will teleport oneself (restart). + return !p_state_machine->is_allow_transition_to_self(); } Vector2 current_pos = p_state_machine->states[current].position; @@ -813,6 +813,14 @@ void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<Anima p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED); } +void AnimationNodeStateMachine::set_allow_transition_to_self(bool p_enable) { + allow_transition_to_self = p_enable; +} + +bool AnimationNodeStateMachine::is_allow_transition_to_self() const { + return allow_transition_to_self; +} + bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const { if (states.has(p_name)) { return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState")); @@ -1383,6 +1391,11 @@ void AnimationNodeStateMachine::_bind_methods() { ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset); + + ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeStateMachine::set_allow_transition_to_self); + ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeStateMachine::is_allow_transition_to_self); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self"); } AnimationNodeStateMachine::AnimationNodeStateMachine() { |