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AnimationPlayer emiting signal in the editor #13394
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that is expected, there is no reason why it should not do that
…On Wed, Nov 29, 2017 at 7:25 AM, Henrique Campos ***@***.***> wrote:
Windows 10, Godot 2.1.4
I think the the AnimationPlayer finished signal is being emitted within
the editor without we set any tool script.
I made a simple scene connecting the finished signal to the queue_free of
the root node of the scene. When I play the animation, both through the
*end* and to the *beginning*, Godot *crashes*.
*Steps to reproduce:*
1. Create a scene with a Label
2. Add an AnimationPlayer as child
3. Create an animation
4. Connect finished signal to the queue_free method using the editor
interface
5. Play the animation
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but i see the problem :P
best is to add a call keyframe instead of connecting the signal
…On Wed, Nov 29, 2017 at 10:01 AM, Juan Linietsky ***@***.***> wrote:
that is expected, there is no reason why it should not do that
On Wed, Nov 29, 2017 at 7:25 AM, Henrique Campos ***@***.***
> wrote:
> Windows 10, Godot 2.1.4
>
> I think the the AnimationPlayer finished signal is being emitted within
> the editor without we set any tool script.
>
> I made a simple scene connecting the finished signal to the queue_free
> of the root node of the scene. When I play the animation, both through the
> *end* and to the *beginning*, Godot *crashes*.
>
> *Steps to reproduce:*
>
> 1. Create a scene with a Label
> 2. Add an AnimationPlayer as child
> 3. Create an animation
> 4. Connect finished signal to the queue_free method using the editor
> interface
> 5. Play the animation
>
> —
> You are receiving this because you are subscribed to this thread.
> Reply to this email directly, view it on GitHub
> <#13394>, or mute the thread
> <https://github.com/notifications/unsubscribe-auth/AF-Z2ysiOtajl3uz3FQPnwsR2C-ig_53ks5s7TEvgaJpZM4QuuxR>
> .
>
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This isn't expected really, it shouldn't emit it into the editor, or at least the node shouldn't be freed in the editor. The editor crashes, I guess, because of the freed root. But it strange that it is being triggered without a |
maybe we could avoid emitting signals conneted from the editor while
running from the editor, those are marked as persisting anyway
…On Wed, Nov 29, 2017 at 10:26 AM, Henrique Campos ***@***.***> wrote:
Nope, tried with a Sprite and it also triggers the queue_free with its
texture_changed signal.
So maybe...check for ! is_editor to queue_free nodes?
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Seems like the perfect solution. Would it work for tool scripts? I mean, if I connect a signal within the editor but call a method in a |
when you connect by code, the persist flag is not set by default, so there
should be no problem
…On Wed, Nov 29, 2017 at 10:36 AM, Henrique Campos ***@***.***> wrote:
Seems like the perfect solution. Would it work for tool scripts?
I mean, if I connect a signal within the editor but call a method in a
tool script, will this method be called?
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But the signal would be connected through the editor, only the method would be in code. I think I misexpressed myself :P |
the fix is just making connnections with the persist flag not emit in editor mode |
or maybe not, if you make a plugin using the editor itself to edit the UI, that will make it stop working, so i am not very sure. |
Maybe let users set a flag to tell if the signal shall be executed in the editor? I think it would be convenient to add just a |
Duplicate of #13070. |
Windows 10, Godot 2.1.4
I think the the
AnimationPlayer
finished
signal is being emitted within the editor without we set any tool script.I made a simple scene connecting the
finished
signal to thequeue_free
of the root node of the scene. When I play the animation, both through the end and to the beginning, Godot crashes.Steps to reproduce:
Label
AnimationPlayer
as childanimation
finished
signal to thequeue_free
method using the editor interfaceThe text was updated successfully, but these errors were encountered: