Fix animations resetting after repeat count (#10540)

# Objective

After #9002, it seems that "single shot" animations were broken. When
completing, they would reset to their initial value. Which is generally
not what you want.

- Fixes #10480

## Solution

Avoid `%`-ing the animation after the number of completions exceeds the
specified one. Instead, we early-return. This is also true when the
player is playing in reverse.

---

## Changelog

- Avoid resetting animations after `Repeat::Never` animation completion.
This commit is contained in:
Nicola Papale 2023-11-14 02:59:36 +01:00 committed by GitHub
parent 9f4c3e943a
commit c730d8c4cc
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GPG key ID: 4AEE18F83AFDEB23

View file

@ -190,15 +190,20 @@ impl PlayingAnimation {
self.elapsed += delta;
self.seek_time += delta * self.speed;
if (self.seek_time > clip_duration && self.speed > 0.0)
|| (self.seek_time < 0.0 && self.speed < 0.0)
{
self.completions += 1;
}
let over_time = self.speed > 0.0 && self.seek_time >= clip_duration;
let under_time = self.speed < 0.0 && self.seek_time < 0.0;
if over_time || under_time {
self.completions += 1;
if self.is_finished() {
return;
}
}
if self.seek_time >= clip_duration {
self.seek_time %= clip_duration;
}
// Note: assumes delta is never lower than -clip_duration
if self.seek_time < 0.0 {
self.seek_time += clip_duration;
}