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Implement AnimatedSprite pause() and resume() #44369
Implement AnimatedSprite pause() and resume() #44369
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Updated to include renaming |
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Rebased following merge of #47064. |
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Rebased following merge of #47645. |
Give the new process modes in master, I think there is probably not a lot of merit for having this? other than maybe usability. |
Pausing (and unpausing) the entire |
That was the point of the pause rework. You don't need to pause entire scene tree, just set |
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I understand |
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I know what they do, but if you want to restart animation, you can just do |
Discussed in PR review. It appears there is no consensus that the proposed API is any easier for users than the old API. Accordingly, the current approach should be documented more clearly to describe when it will restart vs just start/stop the animation. |
As originally identified by in #31168,
As suggested in godotengine/godot-proposals/issues/#287, to make
AnimatedSprite2D
andAnimatedSprite3D
interfaces the same asAnimationPlayer
(and ideallyAudioStreamPlayer
,VideoPlayer
andTween
) this PR implementspause()
andresume()
, and updates theplay()
andresume()
methods inAnimatedSprite2D
andAnimatedSprite3D
to be consistent with the changes made toAnimationPlayer
in#44345#56645 including:Part of #16863