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AnimationPlayer signal OnFInished does not emmit #34608

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nonunknown opened this issue Dec 26, 2019 · 9 comments
Closed

AnimationPlayer signal OnFInished does not emmit #34608

nonunknown opened this issue Dec 26, 2019 · 9 comments

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@nonunknown
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Godot version:
3.2 beta 4
OS/device including version:
ubuntu 18.04
Issue description:
Maybe this is intentional, but if your animation loops the signal onfinished doesnt emmit, if so a new type of signal is needed OnLoopFinished.
Steps to reproduce:
create a looping animation and register signal onFinished

@KoBeWi
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KoBeWi commented Dec 26, 2019

Yep, this just needs some loop signal. I've seen similar request about AudioStreamPlayer.

@ghost
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ghost commented Dec 26, 2019

Yes, would be nice. I have to tread lightly and handle looping animations with special cases in code when using yields, since I can't easily know when they have ended.

@Jedzkie
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Jedzkie commented Dec 26, 2019

Confirmed this also, using 3.1.2

@golddotasksquestions
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golddotasksquestions commented Jan 4, 2020

Should this not be a proposal rather than a bug?
No _on_finished signal when looping is enabled sounds to me like perfectly expected behavior.

@KoBeWi
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KoBeWi commented Jan 4, 2020

Well, it is not labelled as a bug.

@golddotasksquestions
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golddotasksquestions commented Jan 4, 2020

@nonunknown You might want to submit this issue as proposal here: https://github.com/godotengine/godot-proposals

@bojidar-bg
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Might be related to #27509.

@golddotasksquestions
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golddotasksquestions commented Jan 4, 2020

Thanks for linking the queue issue @bojidar-bg
There definitely should also be consistency with on_finished signal when a queue is playing (#27509).
The more I think about it, the more I would find it consistent to have on_finished emitted at the end of the animation, no matter what (with or without active loop or queue). And then only have a new signal on_queue_finished emitted at the end of the queue.

@akien-mga
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Seems like duplicate of #27509.

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