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AnimationPlayer not emiting animation_finished for queued animations #27509
Comments
That's by design, AnimationPlayer emits |
There might be a worthwhile discussion if any future refactoring is to be for the AnimationPlayer. Some of the naming and behavior of things are not exactly intuitive, and perhaps missing. Like play/stop also doubling as resume/pause depending on how you flag the stop. Finished also implies the animation has completed a cycle, regardless, so I don't know it just wouldn't fire both changed and finished. I think it also doesn't fire when dealing with loops, so you have to resort to call function keyframes to tie into catching things at the end of looping animations. |
The current behaviour, in my opinion, is not consistent and misleading: On top of this I saw on this Godot 3.2 preliminar changelog that Tween now has a new signal |
@txigreman These are good and valide points, you might want to mention them here: #16863 There definitely should also be consistency with |
For anyone who may come to work on this, it might also be worth watching for this bug as well: #22210 |
Well, unless |
Godot version:
3.1.stable.official
OS/device including version:
Windows 10
Issue description:
When several animations are queued in an AnimationPlayer, signal
animation_finished
is not emited when changing between animations, butanimation_started
is.Both signals (
animation_started
ananimation_finished
) provides the animation name, but behave different as the first one is called for each individual animation, but the second doesn't. I think they both should be called for each animation, and maybe include two new signal to indicate the global/queue start and end.Note: Tween class has
tween_started
andtween_completed
signals, and emits them for each individual "animation".Minimal reproduction project:
Test.zip
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