diff options
| author | Juan Linietsky | 2017-01-10 18:02:19 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2017-01-10 18:04:33 -0300 |
| commit | f3f4a11cfb9767e1d691aec431dd2f1a87a31977 (patch) | |
| tree | 7918ff8c7b366df911374c93d5077d27d788f9c3 /scene/animation/animation_player.cpp | |
| parent | 6eeb994a7bbd3cb1500c42af8f3ac1227f323ce4 (diff) | |
| download | godot-f3f4a11c.tar.gz godot-f3f4a11c.tar.zst godot-f3f4a11c.zip | |
- _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
Diffstat (limited to 'scene/animation/animation_player.cpp')
| -rw-r--r-- | scene/animation/animation_player.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 253c643b9..3f41a790b 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -214,14 +214,14 @@ void AnimationPlayer::_notification(int p_what) { set_autoplay(""); //this line is the fix for autoplay issues with animatio } } break; - case NOTIFICATION_PROCESS: { + case NOTIFICATION_INTERNAL_PROCESS: { if (animation_process_mode==ANIMATION_PROCESS_FIXED) break; if (processing) _animation_process( get_process_delta_time() ); } break; - case NOTIFICATION_FIXED_PROCESS: { + case NOTIFICATION_INTERNAL_FIXED_PROCESS: { if (animation_process_mode==ANIMATION_PROCESS_IDLE) break; @@ -1231,8 +1231,8 @@ void AnimationPlayer::_set_process(bool p_process,bool p_force) { switch(animation_process_mode) { - case ANIMATION_PROCESS_FIXED: set_fixed_process(p_process && active); break; - case ANIMATION_PROCESS_IDLE: set_process(p_process && active); break; + case ANIMATION_PROCESS_FIXED: set_fixed_process_internal(p_process && active); break; + case ANIMATION_PROCESS_IDLE: set_process_internal(p_process && active); break; } processing=p_process; |
