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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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2475048d6b
修改until方法,在每次循环前检查对象是否有效,避免在对象被释放后继续调用predicate导致崩溃
26 lines
1.1 KiB
GDScript
26 lines
1.1 KiB
GDScript
class_name TickTool
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static func millseconds(ms: float):
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return await WorldManager.tree.create_timer(ms / 1000.0).timeout
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static func frame(count: int = 1):
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for i in range(count):
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await WorldManager.tree.physics_frame
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static func until(predicate: Callable):
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var obj = predicate.get_object()
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while is_instance_valid(obj):
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await frame()
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if predicate.call():
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break
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static func modifyAnimationKey(animator: AnimationPlayer, name: String, track: NodePath, trackType: Animation.TrackType, time: float, value: Variant):
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var animation = animator.get_animation(name)
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var trackIdx = animation.find_track(track, trackType)
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var keyIdx = animation.track_find_key(trackIdx, time)
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var inHandle
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var outHandle
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if trackType == Animation.TrackType.TYPE_BEZIER:
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inHandle = animation.bezier_track_get_key_in_handle(trackIdx, keyIdx)
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outHandle = animation.bezier_track_get_key_out_handle(trackIdx, keyIdx)
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animation.track_set_key_value(trackIdx, keyIdx, [value, inHandle.x, inHandle.y, outHandle.x, outHandle.y])
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else:
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animation.track_set_key_value(trackIdx, keyIdx, [value])
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