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mirror of https://github.com/godotengine/godot.git synced 2026-01-06 19:41:11 +00:00

Merge pull request #65354 from V-Sekai/state_machine_freeze_new_transition

This commit is contained in:
Rémi Verschelde
2022-09-06 10:13:43 +02:00
committed by GitHub
2 changed files with 4 additions and 1 deletions

View File

@@ -267,6 +267,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
for (int i = node_rects.size() - 1; i >= 0; i--) { //inverse to draw order
if (node_rects[i].node.has_point(mb->get_position())) { //select node since nothing else was selected
connecting = true;
connection_follows_cursor = true;
connecting_from = node_rects[i].node_name;
connecting_to = mb->get_position();
connecting_to_node = StringName();
@@ -296,6 +297,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
_open_menu(mb->get_position());
}
connecting_to_node = StringName();
connection_follows_cursor = false;
state_machine_draw->queue_redraw();
}
@@ -332,7 +334,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
}
// Move mouse while connecting
if (mm.is_valid() && connecting && !read_only) {
if (mm.is_valid() && connecting && connection_follows_cursor && !read_only) {
connecting_to = mm->get_position();
connecting_to_node = StringName();
state_machine_draw->queue_redraw();

View File

@@ -117,6 +117,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
StringName snap_y;
bool connecting = false;
bool connection_follows_cursor = false;
StringName connecting_from;
Vector2 connecting_to;
StringName connecting_to_node;