mirror of https://github.com/godotengine/godot
Rename `queue_jump` to `queue`.
This commit is contained in:
parent
ee6cdb6d92
commit
ed53ce7698
|
|
@ -102,11 +102,11 @@
|
|||
If the path does not connect, the state machine's default transition will be used to jump to the destination state.
|
||||
</description>
|
||||
</method>
|
||||
<method name="queue_jump">
|
||||
<method name="queue">
|
||||
<return type="void" />
|
||||
<param index="0" name="to_node" type="StringName" />
|
||||
<description>
|
||||
Appends a single transition to the requested state to the end of the current state machine travel path, using the state machine's default transition if a direct connection is not available.
|
||||
Queues the requested state, using the state machine's default transition if a direct connection is not available.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
|
|
|||
|
|
@ -271,7 +271,7 @@ void AnimationNodeStateMachinePlayback::queue_travel(const StringName &p_state)
|
|||
_travel_main(p_state, false, false, false);
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachinePlayback::queue_jump(const StringName &p_state) {
|
||||
void AnimationNodeStateMachinePlayback::queue(const StringName &p_state) {
|
||||
ERR_FAIL_COND_EDMSG(is_grouped, "Grouped AnimationNodeStateMachinePlayback must be handled by parent AnimationNodeStateMachinePlayback. You need to retrieve the parent Root/Nested AnimationNodeStateMachine.");
|
||||
ERR_FAIL_COND_EDMSG(String(p_state).contains("/Start") || String(p_state).contains("/End"), "Grouped AnimationNodeStateMachinePlayback doesn't allow to play Start/End directly. Instead, play the prev or next state of group in the parent AnimationNodeStateMachine.");
|
||||
_travel_main(p_state, false, true, false);
|
||||
|
|
|
|||
|
|
@ -333,7 +333,7 @@ public:
|
|||
void travel(const StringName &p_state);
|
||||
void jump(const StringName &p_state);
|
||||
void queue_travel(const StringName &p_state);
|
||||
void queue_jump(const StringName &p_state);
|
||||
void queue(const StringName &p_state);
|
||||
void start(const StringName &p_state, bool p_reset = true);
|
||||
void next();
|
||||
void stop();
|
||||
|
|
|
|||
Loading…
Reference in New Issue