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Optimize animation commands #57

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dploeger opened this issue Nov 18, 2021 · 0 comments · Fixed by godot-escoria/escoria-demo-game#446
Closed

Optimize animation commands #57

dploeger opened this issue Nov 18, 2021 · 0 comments · Fixed by godot-escoria/escoria-demo-game#446
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enhancement New feature or request
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@dploeger
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dploeger commented Nov 18, 2021

Please make sure you talk to the community before creating an issue.

Is your feature request related to a problem? Please describe.
Currently there are three animation commands: cut_scene anim and set_state, which all do the same (except cut_scene being blocking). This is confusing.

Describe the solution you'd like
Use an anim and anim_block command instead to make the use more transparent. These commands simply play one-off animations for theatrical purposes. Document set_state (or check the documentation) to make clear that it changes the state of an object, which is saved and restored (e.g. door open/closed). If an animation that corresponds to that state exists, the command plays this as an additional convenience. (This wasn't clear to me at least :) )

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